I’m new to both Unreal and Maya. I’m trying to understand how I should go about rotating my character’s head in Unreal. I’m following a tutorial on a “true first person” camera approach, for Unreal, and it mentions the use of additive animation poses for the head rotations. This makes sense to me so far as I would create several poses in Maya for my head (up down left right etc) and then in Unreal I could blend those driven by mouse input.
Does this sound correct? Or is it better to somehow control a joint directly via C++ and rotate it as needed, letting the model rigging drive the rotation?