Hello, I have an issue where I export my animation from Maya to Unreal engine and the entire animation plays correctly but for some reason my neck bone is flipped. I check the transformations in maya and they are perfect but in Unreal that one neck bone has random rotations like 180 degrees and such. I tried make a random…
It is probably the bind pose. You should delete it, and rebuild it then when you import into unreal have it "update the skeletal reference". In Maya, open the outliner, Display > turn off display DAG objects only. Then search for *bind* and delete all of the bind poses. Make sure to include the * windcards when searching…
I'd assume it was a wacky transform on the neck bone in maya tbh. It's not the sort of place you'd expect to encounter gimbal lock if it was properly frozen when you built the rig. This is assuming it's children have exported - I know unreal doesn't store rotation on the last bone in a chain