Skeletal Mesh Correct Orientation?
Hi, in the documentation Content standards is says that Skeletal meshes should face down "positive X-Axis" however both new and old project mannequins face down positive Y in addition to this the "ART" rigging tool-set creates its rigs in negative Y (in Maya). id like to know if there is a standard that epic uses and what the trade offs are, it would be frustrating to get too far down the line and have to change something so fundamental, i also dont want to run into orientation problems in my animation blueprints. any help would be grand, Thanks, ivy
asked Jun 01 '16 at 10:36 AM in Using UE4
i don't think animation blueprints should rely on the orientation of the mesh, they usually just deal with the physics state of the movement component, and the orientation of the player controller. i try not to use "get forward vector" on meshes, and more generally, i try not to let code make any assumptions about art assets. if i want to use the orientation of a skeletal mesh in some kind of vector math, i will usually use a socket attached to the mesh. i consider sockets to be tech art glue, which gives programmers an interface to communicate with art, without making any assumptions about the underlying art. so whether you want to do vector math for moving IK limbs, or shoot a projectile towards the front of a skeletal mesh, you can use a socket to get your transforms just how you need them.
but i would love to know why epic doesn't follow their own content standards. im guessing its due to a lack of communication between a maya tech artist making awesome rigging tools, while Tim Sweeney was deciding on engine standards like Z = up, X= forward. i think Epic is split between max and maya, with modellers using max, and animators using maya, and they have different world coordinate swizzles.
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