Hopefully this is the right place for this topic as it deals with the animated scale values of bones.
I’m creating a character with eyes that squash-&-stretch while also being able to roll.
This is achieved by scaling up the parent bone and then rotating its child. This is a common technique in cartoon style rigs.
Unfortunately, Unreal Engine doesn’t recognize this “Inherit Transforms” relationship, so instead of the eye being stretched along the parent’s up axis, it’s scaled on its own axis. So instead of the eye staying stretched up and down it is just a tall sphere that rocks back and forth.
I’ve tried different methods of constraining and baking these joints, but I don’t think my exports are the problem. Everything looks fine in the FBX Viewer. The problem only occurs in Unreal.
Is there any kind of work-around for this? Surely someone has made squash-&-stretch eyeballs in Unreal before.
The only other post I’ve seen on this topic was a Bug Report that was submitted as a Feature Request a few years ago: Parent scale does not account for child rotation