Hi,
i have a fbx from maya with a fk skeleton structure, where also inbetween twist joints are present (legs + arms) for deformation.
when setting up the "new" APEX autorigbuilder and want to use the leg (or arm), it always highlights the first 3 joints in the leg joint hierarchy (and not the first, middle and last)...
in the "build" tab i can remap to the right joints, but then the final rig is not constructed right, the controlls are way off and the deformation is destroyed, the leg gets stretched...
i also tried from scratch with a houdini skeleton (with fk twist joints, and with 3 point joints) and it also not working...
does somebody know how to deal with that kind of pre-existing fk twist joints from other DCCs and autorigbuilder?
also is there some info what kind of remap names (from->to) the autorigbuilder uses?
H21.0.440