Say, I have rigged a character in Maya with all joint orients (aka houdini's 'pre rotate') set nicely and thereby I have clean rotates (all 0, 0, 0) in it's bindpose/capture pose. I export this character to FBX.
When importing into Houdini/Kinefx, adjusting the animation and exporting it back to FBX again, the joint orients (aka houdini's 'pre rotate')are zero-ed out and all joint rotation data is now raw/naked. For me this is very unwanted, I want to maintain the joint orients and apply the animation relative to them. Is there a way I can leave these joint orients intact and have the new animation atop of that?
I hope this all makes sense.
Michiel
Kinefx to fbx/Maya roundtrip, losing pre rotate information
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