"Use T0As Ref Pose" doesn't work when FBX has two meshes with different bind poses.
See attached example assets
1. Download the attached assets
2. Create a blank project
3. Import the mesh titled "twobind_bothmesh.fbx"
4. In the import options, expand the advanced section under "Mesh"
5. Enable "Use T0As Ref Pose"
6. Select Import and open the skeletal mesh
Result: The mesh's head is not tilted to the side. The first frame of this fbx has a key with the head tilted to the side.
Expected: If "Use T0As Ref Pose" was working with a "two bind pose" fbx, then the head would be tilted to the side.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-16651 in the post.
1 |
Component | OLD - Anim |
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Affects Versions | 4.7.6, 4.8 |
Created | Jun 5, 2015 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |