The FBX Import into Sequencer currently assumes that the camera has a rotation axis of 0, -90, 0. This assumption shouldn't be there. For example, currently this works:
1) From Sequencer, export a camera with keyframes, import that into Maya, re-export that from Maya, and re-import that in Sequencer.
These examples don't work:
1) From Sequencer, export a camera with keyframes, re-import that into Sequencer.
2) Start in maya, create a camera that has rotation axis 0, 0, 0. Export that from Maya and import that into Sequencer.
NOTE: It appears the same thing happens when I use "Import Into Level". A camera that doesn't have a rotate axis of 0, -90, 0 doesn't come in properly.
See description
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34692 in the post.
2 |
Component | UE - Anim - Sequencer |
---|---|
Affects Versions | 4.13 |
Target Fix | 4.16 |
Fix Commit | 3296533 |
---|---|
Main Commit | 3617655 |
Created | Aug 15, 2016 |
---|---|
Resolved | Feb 10, 2017 |
Updated | Apr 27, 2018 |