Pink notes means I’m not 100% sure this information is true.
Orange notes are untested ideas but came from issues in current projects.
Main Tips
- Give joints short and consistent names among assets. That might helps make animations sequences re-usable without retargeting between characters.
- Check bone axis orientation, X forward, Y right, Z up is the Unreal standard.
- Default Rotation order is YZX. Pitch > Yaw > Roll.
- Not sure if a center of gravity (COG) joint is needed between pelvis and legs.
- I use a different naming convention from Unreal Manny. Not sure if its a good idea.
My convention
[SIDE]_[JOINT_NAME]_jnt
example:
R_armCannon_jnt
- Apparently if you keep the same name of joints on different rigs you can use it to match transforms in ABP (Will be very useful for Shoulder Cannon for example.)
Root Checklist
- Clean the skeleton that will get exported to Unreal, delete any nulls/locators/IK nodes before exporting.
- First joint should be in the world origin [0,0,0] and named Root.