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Montyro avatar Montyro commented on September 24, 2024 1

Thanks a lot for the quick and detailed answer. Will check in the unreal project, hopefully I can work around this.

from carla.

Montyro avatar Montyro commented on September 24, 2024 1

Hi again, I have been playing with these unreal values, and by applying the inverse relative rotation you can get it to the right 0 position, so that's good, at least for legs which are the bones I used to test it. I'm now closing the issue.

Thanks a lot!

from carla.

DnDare avatar DnDare commented on September 24, 2024

Hi,
When we import a pedestrian to Unreal, we make a rigging from Maya with a binding pose with all bones reset to zero. T-pose means all rotations at zero.
But Unreal changes the skeleton and the rotations at the skeletal definitions, we have no way to control this.

If you want to know which values Unreal has assigned, you'll have to review them at the project.

look for the SK_Pedestrian_Generan skeletal definition, you'll find the T-pose rotation values:
image

Maybe you can find this values from the package, but I'm not 100% sure

from carla.

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