I have the following hierarchy in C4d, seems fairly logical and I can get single meshes deforming just fine;
however - I have no idea how to deform multiple child meshes using bind.
I tried binding the bones and the shoes together and my shoe just flew off at some arbitary angle when using the controllers, like so:
I was just wondering what the correct procedure is for this? The axis of my shoes is relative to the floor, as is the axis of the legs. The reason I want separate meshes is to swap them out (shoes, hats, gloves etc) modularly in game.
Joints have proved very simple in C4d, I just can't get my head around binding hierarchies of meshes.
Replies
check out these two threads, here and here on c4dcafe not to point you somewhere else, but the problem you are talking about is discussed
that being said i might be talking out my arse, and someone else might have a better answer for you
Figured it out though, I needed to make the hierarchy a little different and place the feet, hands etc inside the null all at the same level in the tree. Working quite well now: