Novice here -
So when doing anything in the engine, I feel like its a good practice to emulate the same practices the unreal devs have already done in the engine. They know what works and is efficient and so on.
Now, I have a custom character in blender. I am trying to rig it with a similar bone structure as the mannequin in the default 3rd person template, although not to the same specifications. I don’t need fingers, balls of the feet or the forearm and thigh rotations. I only need the major bones.
Now here are 2 pictures -
Now in this picture, you can see I have hand selected on the left. However it highlights what i think is the forearm bone. Also I can rotate the hand alone. Not the forearm.
In this picture I have the LowerArm selected, but the bone shows what I think to be the UpperArm. When rotating, it rotates the forearm.
My questions:
What is the hand bone? It seems like its the wrist. Yet I can’t see a bone for it.
Do bones differ in presentation in ue4 than blender?
Can someone explain to me whats going on in these pics?
And lastly, the reason I need to know all this is to correctly imitate a bone structure similar so that i can re-target the default animations on to my custom character. Many thanks.