Looks like a rotation axis order issue? If you look at your screenshots, the rotate values at the bottom have Y at -90 and Z at 0 in the "zero pose", then you have Y at 0 and Z at -25. That means somehow to reach that position your Y axis has gone through +90 degree rotation. It doesn't look like it visually, so I'd guess…
Yeah that's exactly it. The normal map is a direction, because each channel holds a component. Generally R is X, G is Y, and B is Z. If you happen to have a copy of UDK around, open up a texture. There are sliders for RGB Min and Max. You'll notice if you open a normal map the RGB mins are all set to -1. When you combine…
Oh sure, you can throw as many triangles as you want at a mesh to make something pretty! But what happens when you're limited to how many triangles you can use?
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FBX is their shuttle service between the apps autodesk has, the Y-up fix is meant to get the models into Maya and other Y-up apps. They have updated FBX a bunch of times since 2008, and a few of those updates monkey'ed with the Z-Y axis flipping issue. I'm not sure you can update FBX on its own or not? You might want to…