I want to use makehuman gamerig in my project (I will make my own animations), but I see a difference besides IK bones, I don’t
know if it will bring me problems in the future.
In most default skeletons (manequin, hero, fuse cc, etc ) the root bone , that goes from pelvis to the floor, is stuck to the origin (0,0,0).
So if you move pelvis a little, in UE4 you will see a white line from 0,0,0 world space to character pelvis position.
Now, if you move makehuman gamerig from pelvis bone, it also moves root bone (its not locked to 0,0,0).
So in UE4 you see a red line from 0,0,0 to root bone. (root motion)
I opened both default and makehuman skeletons with Maya but I can’t see what is the difference. (what is making root bone lock to world space 0,0,0)
And If I don’t do it… will it bring me pose-blending related problems ?