I have a character from Unreal Engine. I am trying to apply fbx animation to it in Maya 2019 using HIK. There is something odd happening to the rotation animation on the arms. The animation on the rest of the body is fine. The offset rotation is happening only on the arms. I have set match source to on in HIK properties. Tweaking the Map Rotation in HIK doesn't really work. The bones do not rotate. The arm geometry does rotate, but only the geometry weighted to that bone rotates and only from the joint origin. Any idea what could be causing this problem?
It looks like the offset in the default pose is maintained. Try taking the joint orient values and using those to offset the animation curves.
Yeah, I figured. This is way to labour intensive though for what I need to do. I was hoping there might be a way to ignore or override the offset.
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