So I am using the ART tools within Maya, working on a project that requires the use of the IK bones. So originally I thought just having the bones present was enough (As it was for previous projects) and let the engines code drive the bones. However on this project the bones need to be constrained within Maya to the ankle…
I have thrown this by the coder in charge and he mentioned that only is the case for writing your own foot placement, the intention is to use the built in foot placement node in UE4. Using that the foot IK breaks the feet. I am so confused :')
I don't think the rotations would matter that much, you just want the root space position for IK target joints, the rotation is set by raycast and surface normal of whatever the character is standing on. doubt you'd ever be able to get them to match even if you wanted to since the joint translate and rotations are all…
Oh I assumed you would have had to do that in the export file itself. I shall take a look thanks! Edit: Well what do you know, simple as that. I am disgusted I didn't think of that sooner, as always @Hito you are a god send. Edit 2: I lied, nothing but lies the IK joints still do not match the rotational values of the…