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By Brucek5 - 3 Years Ago
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When I export a character from iClone (latest version) in FBX Cinema 4D format, all the joint rotations are not "zero based" like I'm used to seeing from other applications. I tried other target application formats, but they have the same issue. If all the joint rotations are "zeroed" the character turns into a twisted mess. I'm writing code in Cinema 4D to transfer iClone animation to different rig designs and this problem would require me to first subtract a value to all axis from every joint. Bruce Kingsley
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