UI - 3D ANIMATION - 3D MODELING - PARTICLES
Somehow this task that was supposed to take little to no time ended up taking around the same time it would take to make the animation normally.
The reason for this was that the Maya Human IK is better prepared for T-pose models, and since I'd done it in A-pose it caused a little bit of trouble.
This also collided with the fact that because the skeleton was rushed with Auto Rig tool and it had some rotation conflicts which created a bit of a mess.
Although this was expected, it still was a big problem that required more than 20 different tests of exportations and the help of the art lead David Lozano to get the desired result.
This couldn't have been solved with previous planning, but it would have been a wise idea to test the different stages of the model, skeleton, ... step by step on the engine. This way, I wouldn't have had to repeat multiple times rigs and skinnings.