Skip to content

Feature suggestion: auto correct root bone orientation? #205

@sacrish

Description

@sacrish

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?

Metadata

Metadata

Assignees

No one assigned

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions