['pose' problem]
'Apose_ue' calculates the angle of the bone from lower arm to finger and rotates the difference from Unreal's A-pose. For the other bones, the angles are adjusted visually and manually. This time I made a pose that rotates from upperarm to finger by the calculated angle and does nothing else.(Apose_ue20200801.bvh)
Perhaps the middle pose of the two poses may be the best, but I would like to hear your impression.
You may know the storage location, but it is shown just in case.
Documents - makehuman - v1py3 - data - poses
['anchor' problem]
It looks like the weights are weird. But I can't imagine the cause. I'm using sockets for makehuman to blender imports, are you the same? If not .mh2?
Write down all the export settings from blender to unreal engine.
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Path Mode : Auto
Batch Mode : Off
Include
Selected Objects : uncheck
Active Collection : uncheck
Object Types : select all
Custom Properties : uncheck
Transform
Scale : 1.00
Apply Scalings : All Local
Forward : -z Forward
Up : Y Up
Apply Unit : check
!EXPERIMENTAL! Apply Transform : uncheck
Geometry
Smoothing : Face
Export Subdivision Surface : uncheck
Apply Modifilers : check
Loose Edges : uncheck
Tangent Space : uncheck
Armature
Primary Bone Axis : X Axis
Secondary Bone Axis : -Z Axis
Armature FBXNode Type : Null
Only Deform Bones : uncheck
Add Leaf Bones : uncheck
Bake Animation : uncheck
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I will also post the latest version of the Python script. The processing hasn't changed much, so I don't think it will affect it.