[Asset]Cross compatible Blender to UE4 Mannequin rig

Hi, vblanco.

Is it correct that by default the left and right hands’ respective finger bones aren’t oriented the same way? (They’re flipped 180 degrees around.)

L_R_fingerbones.jpg

Animating in blender, I often copy bone rotations (via ctrl+c) on one side of the armature and then flip-paste them (via ctrl+shift+v) onto the other side.
The way I do flip-paste doesn’t work with rig, but it works with rigify and custom rigs.

is the way I do flip-paste - with the UE4Rig’s bone rotations at default, I:

  1. select upperarm_r_c and copy its loc/rot/scale (via ctrl+c) (Rotation w=0.906, x=0.238, y=0.058, z=0.345)
  2. select upperarm_l_c and flip-paste (via ctrl+shift+v), it will rotate upperarm_r_c to w=0.906, x=0.238, -y=0.058, z= -0.345
    upperarm_l_c will remain unchanged.

But, flip-pasting on the leg bones (thigh, calf, foot, foot_ik, ball, knee) works no problem.

I thought it might be a prob with bone rotations. Checking them in edit mode I noticed a couple things:
-Some rolls and envelopes don’t match.
-x positions don’t match (i.e. ).

Maybe some of things is the cause for flip paste not working?