Hi everyone,
I've taken on doing a rig that's to go into a games engine, I'm following along with a games tutorial, but he's made no mention of an origin joint which I know i need. I was wondering how this will combine later on with my IK and FK joints. In my head i'm thinking I need to create a bind skeleton which is what I'll skin too that stems from my origin joint at 0/0/0, but IK/FK skeletons can be floating and they will drive the bind skeleton? Is this correct?
Im at the point where I need to start getting everything bound so any feedback/comments would be appreciated
- Happy Holidays All
Replies
as far as giving feedback, it's difficult to recommend much since we haven't seen any of your rig or how it works, or how you would like it to work
Anything else you add to help with animation, FK/IK, controls, etc, will get dropped before export, those should be in separate hierarchies depending on how you set up the control rig.
you can grab some mocap files from mixamo, characterize the bind skeleton with HumanIK and test out the weights without much work.
I thought I had posted in the wrong area so I've started a thread in the technical talk forum
link to it is here
http://polycount.com/discussion/181678/rigging-feedback/p1?new=1