HumanIK skeleton definition reuse pipeline
I have MOCAP animation files in .fbx format for game. There are about 100 separate .fbx animation recorded using same rig. In HumanIK I created skeleton definition for a file. Now, I don't want to repeat the same process for 99 more times (same skeleton is used for all animations). None of the animations have T-pose in the beginning.
-sush