Hello all -
I am working with game character armatures which went through a number of file format conversions. The armatures feature a high number of limb bones as well as helper bones for deformations. The files I have to work with are originally FBX, and I do not have much control over the conversion process they went through.
The armatures themselves are fully functional, but the bone orientations are inconsistent and the FBX bone orientation options on import cannot fix it since some do point in the right direction while others do not. For instance on the image below you can see that the main left arm bones are mostly correct, while the ones of the right arm stick out at 90 degrees of the main direction of the limb. And then leg bones tend to be rotated 180 degrees compared to what one would expect, and are inconsistent between left and right leg as well.
This video shows the different scenarios as well as the kind of edit I would like to perform, at the end.
Basically I would like to be able to edit the armature as a whole by telling each bone to keep its point of origin, while pointing down to the next (non-helper) bone in the hierarchy. This is all for the sake of making this armature more human readable while working in Blender, since once the character is exported to the game it refers to a master skeleton armature which is already established - therefore the orientation edits I am attempting to do will not affect it (they will however help me a lot while skin weighting).
Here is a blend file :
And the corresponding FBX before import :
As a matter of fact, loading this FBX in FBXreview gives a nice preview of what I would like to achieve visually in Blender - that is to say, a bone structure “connecting the dots” from one bone to the next.
Thank you for your help !