Ah yeah, sorry the way I worded that is probably confusing. To import a skeletal mesh, you require both the skeleton and mesh to be exported together. That creates the skeletal mesh asset. Later, to import animations associated with the skeleton, you only need to export the skeleton (no mesh requried for that).
MiaIx: for that particular thing you could set up a MB friendly skeleton that moves along with your stretchy character's skeleton. Target the mocap sequences onto it, and have your maya rig have the ability to blend between human and stretchy skeleton via parameters. The actual mesh could be weighted to the stretchy…
Hi, I have rigged my character mesh to a skeleton, and grouped them together. When I move that group, the skeleton moves at a different pace then the mesh. How can I fix this? Working in Maya2012 Thank you.
I'm reusing the skeleton of an existing character into a new one. Since the mesh is different, i had to rescale and translate the root node of the skeleton a little bit, as well rotate some joints. After that, i successfully skinned the skeleton to the mesh. Unfortunately, when i play any animation from the old skeleton…
Hey! I have a problem I hope you could help me with. Let say I have a CAT parent with a single rigged skeleton, but what if I want to copy that skeleton to multiple skeletons but keep it under the same CAT parent, is that possible? Zelly.
sorry for a bad English. After using unlock skeleton defenition(watch the pictures) my character twisting his arms. I dont really dont know what to do, help me pls( (I am add rig to fingers to my body rig, in the procces encountered an error during execution)
Hi all, I have question about controlling my skeleton mesh in 3ds max. I want to input external data coorditnates x,y,z and create character movement into my skeleton rig. How could I approach this and implement this into 3ds max? Can you import some data into you're skeleton mesh / or biped? Thanks in advanced for the…