What I need to do in this section is mainly two parts. The first part is to import the rigged model (including controllers) from Maya into UE5. The second part is to complete the animation production and camera placement in UE5.
About Importing Models
The method for importing models from Maya into UE5 comes from the following video:
This video introduces the method of importing a model with ADV controller into UE5, but there are still differences in actual operation and some problems may arise during this process. Next, I will provide a detailed introduction to how I imported it, as well as the problems I encountered and how to solve them.

Firstly, I need to open the plugin options for ADV5 in Maya. There are several files I need, one is the FBX file for the model and maps, and the other is the Python file for the controller. The most important thing to note is that when doing facial rigging, I need to select Blend Shapes and then select the game engine mode. Because I need to import the model and controller into UE5 later, the game engine cannot adapt to facial joints. At the first operation, I didn’t know what to do, so there was a situation where my face couldn’t be controlled. I checked it many times to finding the reason. Finally, complete the import of the controller.

This step is to import the two files into UE5 separately. The first step is to import the model and map files, and then create a control rig based on the model. Release the automatic compilation in the control rig, and then find the path to custom Python in the tool, copying the path I exported from Maya. Of course, this is the ideal model and controller. In fact, I have failed many times. Every time I finish copying the Python path, my model controller always falls to the ground at a 90 ° angle, which cannot be animated because there is a problem with the controller’s coordinates.

So how to solve this problem is very tricky. I tested it many times to find out where the problem lies. Later, I found the answer in a Bilibili blogger’s video, which is that in Maya, the group of model geometry and joint controllers should be level and not within the same group, otherwise it will cause coordinate disorder in UE5. As shown in the above figure.

Thanks to this problem finally being solved, I got a model with controllers that can do animated keyframes in UE5! This is a big breakthrough, because the problem about model rigging and controller importing has been bothering me all week!