Glycon and the Perfect UE4 FBX file


I’m the author of Glycon, a tool for creating mocap with your VR rig.

I’d like to create an FBX file that requires no retargeting, and no conversion. I can do that, since I wrote the FBX exporter Glycon uses. But I’m having trouble wrapping my head around the existing FBX format that Unreal has. Is there a formal spec somewhere, or maybe a person I could bug about specifics?

Here’s a pic of where I am right now. Which ain’t great.

Thank you!
-Chilton Webb