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Why the parent of deformed bones is not the root bone? #22
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The "root" bone is just a control bone which will be deleted on export. The "DEF-char_root" bone is the actual root that is supposed to be used in UE. |
But the default root bone is more intuitive as the root bone than adding an extra one,and it conforms to most naming conventions |
I agree. It is not ideal. The only reason it is like this is that rigify hard coded the name "root" into the world control and I did not have time to restructure the whole thing. |
Hi,I have an idea.Is this okay? |
It seems to work fine. And whatever works is okay :) |
@iillya Do you use Game Rig Tool? It will generate a deformed game rig to use in the game engine. The one you're tweaking is just a control rig. I use Export to Godot and it works fine. |
Why the parent of deformed bones is not the root bone? UE engine needs the root bone animes.
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