Hey guys few questions about re skinning a paragon character please.
Why are the skeleton bone rotations not 0’d out when importing into Maya from UE4?
when binding a newly created mesh to the skeleton, Should i zero out the rotations before? then transform them back to the exported rotations ?
It seems like the skeletons were all in a T pose & saved in a A pose, not keeping the rotations at 0
Would it just be easier creating my own skeleton with same naming conventions and use the re target method ?
If i was to use the existing skeleton of a character, would deleting unnecessary bones effect the process at all?