Look at rotation doesnt work right (Bone) Problem
It seems that my roll turned out to be the pitch rotation of the specific bone that I've manipulated. In this case I couldn't do a proper look at rotation to a specific target, roll is always zero in look at. what do you think the way to solve this? is this can be solved inside the unreal editor or do i need to fix everything back to maya?
asked Mar 20 '16 at 10:22 AM in Using UE4
I had a similar issue with a head from Mixamo. As far as i know its because whoever rigged the character joint, got the orientation messed up. But i also think you can get away with splitting the rotation pin and then making a new rotator with the pitch and roll switched.
answered Mar 21 '16 at 07:39 AM
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