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Creation of controllers keeping the 'rotation' transform values of existing joints

Hey guys!
This is in relation to one of the threads i had posted on the ‘support’ channel.

I’d like to provide mGear with my own skeleton (with specific translate, rotation values). The EPIC metahuman snap feature allows the guides to snap to my bones perfectly.

But the only issue is that in order for the bones to remain as i had created, I’m having to ‘freeze transforms’ on the rotation. (This offset gets stored in the joint orient attribute).

However, the downside of this is that there are some DCC software that can’t read this attribute and in order to have a clean skeleton for the game, it’s better to have the translate and rotate values baked into the default respective channels.

Would you be able to create a build where mGear still retains the skeleton as it is but only generates the controllers, while still retaining the rotation values of the skeleton? If this could be done, it would be a huge help!

Thanks!