Hey everyone!
I have a few quick questions for anyone using the rigging and animation toolset.
How do you usually orient your character’s joints? and how do you deal with mirroring physics volumes in unreal when doing your characters physics asset?
I’ve rigged character with a few extra joint chains that I wanted to simulate with the new immediate physics and even though I eyeballed most of the mirrored chains and I keep finding problems related to the mirrored orientation of the joints that I get after using symmetry to place my joins in A.R.T.
Normally I just used symmetry and then aim before moving on to skinning but I noticed that even after that my joints tend to end up with mirrored or twisted orientations. So I wanted to know if maybe I’m missing a step or if there’s some other fix in engine?
Thanks!