So, i've tried to make a simple rig for mmy Unreal project, however If I build the proxy rig with the UNREAL template it basically doesn't do anything, Z is still forward positive ( even on FK export when I switch from Y up to Z up ) basically there's not much that I can do in terms of '' forcing '' it to behave like the true Unreal style rig should. Am I missing something ?
thank you
N
I have a design pattern workaround for this I've been using for years. I keep my skeleton and joint names - and use RapidRig to generate my controls and it works great =)
The only Unreal setting in RRM3 is to "Use Unreal Engine Naming Convention", which uses "_l" and "_r" as suffixes for the Single Hierarchy joint names. There is no Unreal template.
Most studios use Maya's default Y-up and the conversion to Z-up is handled in Unreal.