I’m animating with the Mannequin rig from the Maya ART tools and running into an issue where arm / hand placement is inaccurate when the chest bone is rotated.
Here’s a simple test animation in Maya where only the chest is rotating. Note that the hands are completely stationary:
And here is the same animation imported into UE4. Note that the hands move left and right as the chest rotates:
Strangely, if I rotate the hip joint instead (which in turn moves the chest with it), the issue doesn’t happen. It only happens if the chest bone itself is rotated.
This doesn’t seem to be an issue with the animation export. If I import the FBX back into Maya the issue doesn’t happen.
Anyone know why this is happening, or how to fix it? Thanks!
When you export fbx files they are simplifed for good reasons I’m sure but you can mess with the settings in the exporter of your 3d program to minimize this effect. However I don’t use Maya so I don’t know what they call them. Let me know how it goes
To clarify, this is happening because your hands are using an ik setup. You can fix it by messing with the exporter settings like I said or you can add a “two bone ik” node for both the hands in your animBP.
Hey thanks for the response. I don’t think this is a problem with the export, if I reimport the FBX into Maya, the hands are perfectly still as expected. I’ve even re-exported the animation from UE4 and imported back to Maya, and it still looks perfect in Maya. Could it be an issue with how UE4 plays the animation?
I have tried messing with the export settings and haven’t come up with anything that fixed it.
hmm, I guess so but i’m sure using a two bone ik would still help with your issue. only issue with that is it wouldnt work if you plan on animating the hands but i somehow belive your issue won’t be as obvious with motion