01-25-2022, 02:30 PM
Hey Tyson!
I'm not sure if this counts as a bug BUT it gave me a good hour of head scratching to identify what was happening, so I thought I'd ask!
When an Actor operator creates a skinned mesh from an object (in this case, I'm using objects with non-skin deformations) the mesh it generates will ignore any changes to the pivot of the actor rig nodes and default to the objects initial pivot position. Is this correct?
I can obviously work around this by resetting the xform of the source objects but this will also mean re-doing a bunch of animation on them so before I do that I just wanted to check it wasn't a bug or if there was something I was doing in wrong.
Cheers!
AJ
I'm not sure if this counts as a bug BUT it gave me a good hour of head scratching to identify what was happening, so I thought I'd ask!
When an Actor operator creates a skinned mesh from an object (in this case, I'm using objects with non-skin deformations) the mesh it generates will ignore any changes to the pivot of the actor rig nodes and default to the objects initial pivot position. Is this correct?
I can obviously work around this by resetting the xform of the source objects but this will also mean re-doing a bunch of animation on them so before I do that I just wanted to check it wasn't a bug or if there was something I was doing in wrong.
Cheers!
AJ