Could anyone help relative to this issue. When working with Maya or MotionBuilder, the HumanIK setup for defining skeletons would like to have the Skeleton, by default, set up with the arm axis rotation all parallel to X.
The default pose of a “Genesis” character has a set of defined rotation and translation values integrated into the pose however all those values are reset… when you import the character into Maya or MotionBuilder I have not figured out a way to rotate the joints back into a hard T-pose.
This is the first of two problems I’ve been working to over come but could anyone tell me if there is a process with 4.5 to see the Rotational value of the arm joints, giving me the ability to set their rotations to 0,0,0 and hopefully then being able to export that .fbx then into Maya or Motionbuilder with arms that are strait out with no rotational value.
Perhaps someone has already solved this issue but I’d hate to not have to break the skin, recreate the skeleton, and start all over again down the skinning path just to fix this. Is there, perhaps, a pose that someone has created for “Genesis” that is a default T-POSE that would set up the character this way prior to exporting.
Any help would be tremendously appreciated… I’m stumped by why daz does not represent these rotations on the default pose.