So I've found an issue with CAT/reaction manager which frustrates me greatly.
It seems exporting to FBX causes weird, flipping animation (as seen in unreal engine)
I made a headswitch with reaction manager, enabling the head to orient automatically to any of 5 modes: head orients same as 1) neck, 2) chest, 3) pelvis 4) world or 5) looks at a controller.
It looks good in 3ds max 2022. But after exporting, I notice that anything which uses reaction manager (driven by the ExposeTm node which exposes the CAT bones) is really buggy and weirdly in export.
FBX export as seen in unreal:
In this gif, you see a creature whose face flips around in impossible ways (I say impossible, because the head bone which flips the face is the parent of all the other headbones (horns, eyes, jaws, etc), so it should be impossible for these child bones to not follow the head as it twists - yet that is exactly what happens)
I've tried countless things to get reaction manager to work consistently.
I was hoping someone who has actually used reaction manager successfully with CAT could help me understand what might be causing this issue?
Below I'll paste my method of creating this head switch:
If the animator moves the switch bone, the following should happen instantly:
Expose TM really isn't the problem so much as you are using Quaternion values which don't wind up. Why are you exactly using the EXTM node in this case?
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