Hi Friends:
If I created a animation sequence in maya which uses a lot of contraints(like point/aim/orient containts), it can animate in a complex way through the change of a single bone (for example, let a ninja to slash at any direction with only changing the direction of a root bone). When I export this and import it into UE4, do I still have all of those constraints? If it has, I think I can use skeletal controls to move a single bone so the ninja can play any direction of slash dynamically.
Thanks
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