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ART animation export has hips influencing fk spine in engine

Every time I animate the hip control of the ART animation toolset with the spine in fk, it moves the upper body with it ever so slightly in the engine. This does not happen with the spine in ik. This is a big issue for any ik action such as having the hands on a table etc. In Maya the wrists stay perfectly still, so I assume it is an export/ engine import problem or not counter-rotating the spine correctly when the hip is rotated. Matching the ik spine to the fk one gives a visually different result (different posture), so I really have to stick to fk. Is there any solution for this?

Product Version: UE 4.15
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asked May 18 '17 at 03:31 PM in Bug Reports

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Kady06
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Thanks for your reply - though gimbal lock wasn't it. I found out that the problem was in my translation retargeting options in the skeleton in the engine. If the spine is not set to "animation scaled", of course it won't take in translates, which is what you get from using the hip control with an fk spine :)alt text

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answered May 19 '17 at 07:45 AM

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Kady06
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Iw never used this "art toolset" in maya, nor am I completatly certain I understand your pipeline completely but bone animation uses gimbal lock, (eulers), when rotating, so if you are baking your animation from this tool in maya I recommend looking over if you got any gimal locks in your resulting baked animation, take a gander in your curve editor for any curve that looks to turn sharply into a 180 offset version it itself over one frame. If you have a problem like this this there is a "euler filter" in the graph editor, (mark your graph, run filter), that could help.

Sorry if Im way of mark with my guess to your problem, and could you perhaps post a screenshot so I could better understand your setup.

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answered May 18 '17 at 05:52 PM

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Kipplinger
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