Like I'm pretty sure that if you make a simple rig in a program and transfer it to another, the bones and weights will be fine, but what about stuff like user channels, channel links, stuff like that? And how well do those things transfer to game engines? Like I know you can do some simple animation fixes in UE4, but what about if your fingers are controlled by a user channel that rotates all those bones at the same time?
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a lot of rigs use multiple layers of skeletons and controls where the animator interacts with a rig that essentially drives the skeleton that gets exported to game and does not touch the actual bones the vertices are weighted to.