We import the characters we made in cc3 by referring to the unreal mannequin skeleton. There was no problem before. But the rotation of the base_ jawroot bone of the last characters I cast is broken in some animations. When I looked at the animations, I noticed that the reference rotation of the base_jaw root bone and the local rotation of the base_jaw root were different. When we fix the local rotation, the jaw rotation of other characters in this animation is broken. does anyone have such a problem? I can’t fix it by clicking the reference rotation. is there a way to do this?
Ok i solved. If you export character “mesh and motion” from CC3 its broke Jaw bone. when I export only “mesh” from CC3 , the problem solved.