Extract joint rotations relative to rest

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Given an imported FBX character run through APEX, how would I go about calculating joint rotations relative to their rest position? What I've found so far is that many of the joints are not at zero rotations upon import, some rotations change slightly after simply running through a Rig Stash Pose SOP, and the rotations are wildly different after passing through APEX. All of that means that I never have a baseline from which to calculate new rotations. What are my options?
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