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Rotations aren't zeroed on CC Game exported character

Posted By db_axon Last Year
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db_axon
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When I export an FBX of a character that was started as a CC3+ base converted to CC Game, the rotation of the joints in the export are not zeroed out to the pose used at export (in my case, t-Pose).  Is this expected behavior?  I can zero things out in Maya but that involves a lot of extra steps I'd rather avoid if there's a way to have Character Creator do this automatically on export.



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