View Full Version : maya rigger export to game engine problem

03 March 2008, 04:50 AM
My rigger has boxing animation that I baked to joints, but when export to game engine ,the rigger puch up about 45 degreen up than the original animation.

Is that matters to rotation axes? How game engine recognize the bone's rotation axes?

I'd exported that animation to max using .fbx and everything is ok there.

Anyone has any idea about it? It really freak me out!

Thank you for reading this!!!

03 March 2008, 05:05 AM
I tried another engine, It seems there is some translation in some joints, but joints only have rotations except the root joint.

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03 March 2008, 05:05 AM
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