Hey guys! I have returned to seek wisdom from the fountain of game artists wizardry once again.....
I have the lucky position of creating characters for a snowboarding game and i'd like to check a few things regarding animating them. The boards will be bound to the feet of the characters and I was wondering if I should make the board part of the mesh before I skin them?
The literature says that "select and link" seems to be the way to go for skateboarding animations but this causes problems as to what to link to exactly? The front part of the board moves differently to the back etc so do you link and use key frames post linkage? Otherwise the board will say stick to the front foot and look weird. I think i'm going to just give it to our Unity programmer as an FBX with the board and player together.
Also for things like backpacks etc should these be linked also or be part of the whole mesh. It would be good to have flexibility to change clothing later but not a necessity.
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wow I bet he'd be a fantastic resource if he's willing! Can you put me in touch with him? I looked through the members list but couldn't find him
What is the purpose of the bone in the board? I was going to morph one board into another using the morpher in max similar to maya blendshapes.
PS- thanks malcolm for putting me in touch
but surely you'd need more than one bone or there would be no bending possible with just one bone? Also i find my skin keeps getting messed up if I edit the UVs. Ideally I wouldn't have to go back and do things but is their a way around this?
Hi Malcolm - who's Cody? Is that Whargoul ? (just saw you're both in Vancouver so i'm assume so!) Thanks for the info - I worked out how to trigger blendshapes using a bone but it turns out that they're not exported with FBX files so I will use another method. Are you both at a triple A studio together?
Yeah I decided to have the board and backpack / accessories separate. I mean I would create them that way and keep copies even if i joined them for animations so i would have more flexibility. I think Unity doesn't even read the mesh info from the scenes and just takes out the biped info.