Heya! Let’s see if I can get through all these haha.
1.) For the FK/IK switch issue, are you doing this while in the T-Pose? If so, I’ve seen the 180 flip happen. If it’s in a normal pose though, it should work fine.
2.) Not sure if I’v ever tested using the aim mode after having the T-Pose being auto-created. That certainly wasn’t the intent anyway. If you were to turn off aim mode before hitting ‘save pose’, it should work i’d imagine. I think the issue right now is that save pose probably isn’t checking for aim mode, and thus doesn’t know to run that function to clean it up.
3.) This makes sense. There is a part of the code that figures out what the scale factor should be when building the rig, so that the controls are appropriately sized for the character. This assumption is done in cm, because UE4 operates in cm. I believe a scale factor of 1 in the code is something like 180cm.
4.) yep, have no idea how to even fix that, if it’s even fixable. Maya cmds module gives no control on tab order. The new version being done in QT does.
5.) I usually use the post-script section for this very thing. When publishing the character, you can slot in a post script that will scale all of your controls. If you’re not script savvy, simply copying the MEL output from the script editor and saving that out should work fine.
6.) I did that intentionally, unless I’m not understanding the issue. It should still create the proxy geo, but it will be weighted to the hand.
7.) haha, i actually just fixed that today. Let me drop the latest for you in the dropbox location. That will fix both those issues. Dropbox - MayaTools - Simplify your life?