I have a complex rig that uses LookAt constraints on various parts. The problem is, exporting for Unity as an FBX brings up the message "Warning: Non-Orthogonal Matrix Support."
According to
this, resetting the scales and transforms should solve this. However, resetting the transforms also repositions the object. Is there a way to resolve this?
Replies
Copy the pieces that need to be reset, unlink them from the rig, reset them, then replace the originals and adjust.
One of the animators here might have a better suggestion though.