How do you get IKs when exporting out of Maya?
I have a character that I created in Maya and rigged using the Animation & Rigging Toolkit. But I must have missed something because it doesnt have any IK bones when importing into Unreal.
Could someone tell me the proper workflow to achieve this?
I'm trying to create Foot-Placement for a third person game. I already have it working pretty smoothly on the default robot guy, but he has default IKs in his feet/legs.
asked Jul 26 '18 at 04:19 PM in Using UE4
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