![]() Original test : left elbow shows custom rotation values in Unity editor (wrong screenshot, but the same values appear in unity) I've found similar questions from a few years ago, but no solutions.Īny clue what is happening? I am confident that I am either not clicking some important box or it's a bug. I've tried changing the LRA's and then freezing transforms, deleting non-deformer history, and then exporting. I've tried changing the LRA's in maya and directly exporting. No matter what I have tried, the joints rotation values remain at zero (or extremely close - rounding errors). Next I repeated the same for all of the joints, but after a few hours of troubleshooting, I cannot get these updated LRA rotation values to make it into Unity. Inside Unity, selecting that joint, you can see the rotation values inside the transform panel. So I changed each joints LRA so that the x-axis pointed down the limbs, and I exported.įirst I did a test of one joint - just the left arm, and it seemed to work. ![]() Originally, the humanIK rig orients the joints all with the world axis. But, in order to use ragdoll physics, the joints LRA orientation needs to be aligned with the direction of the limbs.
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