I have a Max animator which can animate with biped and he will export an fbx for me to bring in. I’m a Maya user and I used to clean zero values in my rig rotation channels but max biped bones seems to have pre-rotations on them;
Also I want to rig some other character with the same skeleton in Maya (which they will have zero rotations but the same hierarchy and names) and use this animations on them. Now I’m not sure that I can use same skeleton in this situation. So anyone can help me to figure out what to do? Can Biped export an fbx with zero rotations or it won’t cause any problem later?
Thank you for any help