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floating joints?

polycounter lvl 16
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jgibz polycounter lvl 16
Hi, I'm haven't done much rigging for games...

I've got a quick question regarding joints that are not under the root hierarchy of a game rig.

I've seen an example of doing wrist and ankle joints in relation to a 3 chain ik/fk switch setup, as free floating, where they are point constrained to the last child of the skin leg joint (at the same position of the floating ankle) then orient constrained to both the ik and fk wrist/ankle controls. This seems to give the joint more freedom, in terms of following the ik but allowing it's own rotations.

I'm under the impression that most game engines won't see these joints, as they aren't under the root. Am I correct in assuming that these joints won't show up in game?

If so, what do you suggest for a workaround while maintaining the most amount of control over my ankles and wrists?

I'm planning on going into the Crytek engine with this.

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