Hey Aaron, thanks for your reply.
We are indeed working in an Unreal project.
I tried the first approach, but it did not really work, as the root joint mover is locked on the script. I also tried to rotate 90 degrees the root joint itself, once it has been created in the rig file. This also didnt work correctly (broke the mesh when exported)
I was writing a post script to add a layer to the root, rotate the character 90 degrees, export, and then remove the layer, but then we found the “Force Front X Axis” button, that, at least for now, works for us.
We are not happy that it adds values on rotation though, is there a way to remove the 90 and keep it to 0?
We were wondering if you guys are aware of the fact that in animation editor window, all the characters are facing +Y by default whereas the Unreal editor’s preference is +X. In addition to this, A.R.T builds the characters facing -Y. Could you somehow add the ability to select which axis the character should be constructed? We think that there are more people out there that will need this (as mentioned by )
Thanks