so my friend finished rigging my character, but its not all under one root joint. The shoulder are separate, and the rig use parent constraints. Is there a way to import this rig as an animation to unreal engine? :c Can i bake the animation and just export it as an fbx to unreal? (i mean technically still using the same…
is it possibl to make another rig with the same joint position, all connected to one root, and the same place as the maya rig. Connet the translate, rotate, and scale. Then bake aniimation to that joint? How does the skinning work on that second rig tho? So i only export the combined mesh and the second rig as the skeletal…