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Mesh gapping at shoulder
Hi again. In both 2.02 and 2.03, immediately after Slapping on the Rig, the shoulders pull away from the head mesh and create a gap in your character. I'm running Maya 2015 on Win7.
On this head mesh topic - I have some questions about how to use SOR with my model. I'm prototyping with a segmented manikin that the designer has merged into a single mesh.
I haven't figured out how to seperate it in Maya, but can break all the meshes out in Modo. Creating one body mesh will be easy. The head mesh would probably need to end at the base of the neck and not include any clavical / shoulder area - which is different from your model.
Is any of this actually necessary? The manikin has no face or hair.
My goal is to animate the character in Maya and then export all of it to Unreal Engine 4.6. The Unity export feature looks promising but is it destructive? The rig seems to disappear and I'm not finding hidden assets or a clone.
On import into UE4 the model is rotated 180 around the X (she is upside down and facing back). Then again, when opening the default Slap_On_v2.0x.ma scene in Maya the character seems rotated 90 on the X as her feet stick thru the grid instead of stand on it.
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