I have a bit of an issue here that i found a somewhat of a work around for but it would be great if This would be an option somewhere that you can tick when generating your rigs.
When Creating Rigs that are going to be imported via FBX into Unity. You can’t have “Shear” values on your joints. since the FBX exporter does not export them.
When Generating my rigs i make sure to click the “Force Uniform Scaling” option.
This option prevents the joints of an ik chain from shearing when its stretched witch is wonderful!
BUT there is a a very big exception. If one of the animators decides to scale one of the main “body” controllers to give the character some squash and stretch. . . Even if Force uniform scaling is on it still starts messing with the shear values. and once the animation is baked and exported there is a VERY noticeable disconnect between the maya file and what the FBX looks like.
Here is the issue on a very simple Rig : Its just a Root with a body, hips and an Epic Leg+Foot.
The only way i’ve gotten around the issue is to break the connection to the shear on every single joint. that seems to do the trick. But since the whole “EPIC” components were made in mind for game engines. it would be wonderful if they just didn’t shear anything at all since no game engine (that i know of) supports that.
Or is there a way to stop mGear from doing this all together that I don’t’ know of?