Replacing joints/bones

Hello,
My question is what if we replace joints with another objects? In Maya, i’ve replaced joints with locators and imported model to UE. There is no problem, locators acting as joints and everything works at startup. But would a setup like this can make a problem in further, or would there be not a difference than a joint character?

When you export your skinned mesh from your DCC to FBX, any nodes that are used to deform the mesh are treated as bones unless you specifically tell the exporter not to do that. When Unreal reads the FBX, it just sees a list of deformers for that skeletal mesh and treats them as though they were bones. So no, you can use whatever nodes you want to use. There is no issue on Unreal’s side.

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