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Wrong rotation of animation that was imported in editor from .fbx file


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Posted

Hi,

 

I import skinned mesh from fbx file via editor, then import animation without mesh via editor.

 

Then i create skinned mesh (FUNGOID.mesh), model on left, and load imported animation (BaseLayer.anim), model in middle, but what i except after load animation that model will be look as model on right.

post-716-0-43413300-1486815440_thumb.png

 

The problem is that i must set rotation X: 180, Y: 90, Z: 90 and position X:0 Y:0 Z: 1 to get model to right position.

When i check it in MAX studio, both model and animation have same direction and position.

 

Test scene with fbx files import_fbx.rar.

 

Thanks

Honya

Posted
Hi,

 

I'm afraid it's a known and high priority issue. 

 

Sorry for the inconvenience caused.

Posted

Hi,

Fix for this issue will be available in next SDK release.

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