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Description
If I manually include a root bone in my rig hierarchy, it will get a non-zero rotation value when imported to UE. This could cause problem with some retargeted animations. Setting its rotation to 0 in UE can't fix the problem because it will make the character lie on the floor.
This seems to be the default behavior of Blender's stock fbx exporter as well.
A workaround I found is to remove the root bone from hierarchy and let the plugin automatically add a root bone on export. This way the root bone can maintain a (0,0,0) orientation in UE. But the drawback is that I would not be able to do root animations in Blender.
So I wonder whether it's possible to make sure the manually added root bone doesn't get an unapplied rotation value, or it's just hard limitation of the program?