I’m trying to export a character rig from Houdini to UE4 via FBX but the skeleton is modified when I import it in UE4.
My rig is quite simple. Its based on Kirby so, not much but arms and feet.
I have no skinning since by parenting Each piece of geometry to the bone works fine for my purposes.
My bones are not coming from the beginning/end position from the parent bone. They are independent bones parented to a Master Bone which moves the hole body. Once in UE4 it looks that this bones offsets are gone and/or substituted for new bones placed in the root.
I also don’t know if the fact that axis placement or matrix transformation orders differ from Houdini to UE4 (houdini has Y as vector UP, like Maya), could be related to that problem.
Any idea of how could I do a successful export to UE4?
Thank you for your time!