So i found a video on how to export CC3 character out in A pose using 0_OpenA.etc... Import with time 0 t0 in unreal with both animated or export time selected. The new autosetup i believe poses your character for you and generate animations from i motion. I'm using cc3.22 with ue4 25.1 what i'm trying to figure out is when i create a custom pose how do i make that my base default pose in ue4? I tried naming it 0_pose with t0 both animated and export time. I tried the same thing in blender export fbx as blender instead of unreal. Blender poses my character as i exported it but its under pose but when i click rest pose it snaps back to t pose. So blender is seeing its pose but ue4 doesn't see the pose. The reason for this i want the characters in different pose so depending on the situation ue4 will load a pose and animBP for it. Lets say i'm making a lady when she has shoes or sneakers i load the default flat foot pose. When i select highheels i want the highheels mesh loaded because the highheels have to match the feet. I can always duplicate the flat foot edit the bone rotate to 60 degrees on the ankles myself. But i think having the ability to make custom pose then import that pose in UE4 would be a benefit in the future, or should i just modify the pose in ue4?.
Also when i export fbx as unreal format and import it into blender the eyes, mouth, and teeth are all wierded out like it been dragged down a couple of units. i think maybe thats because imotion for body and imotionplus file formats for the face?
I've read Rampa threads but every pose i do it gets imported with A pose and the custom pose are animation sequence using the autosetup tool. Maybe its this way because of animation retargeting, having to be in A pose?
My character modifier system for in game cloth and armor, etc.... i can remove and assign skeletal meshes and such attached to the ue4 mesh but the highheels its that one style imported at import time.