Theres more to it than can be said in a forum post, but it is something can be learned in a couple days. If you follow the first half of this series you'll know how to do it: https://www.youtube.com/watch?v=uzHn_4ByyjY&list=PLgala72Uap1oR7E5iIfnuSLpuVY49BwHuBasically a simple IK setup for the collapsing part - if you don't…
Thanks monster. That looks like that will be the best. Its weird one of the legs I was able to reflect with the meshed object under the dummy with the bones and keep the skin. The other leg skin mesh messed up though. I tried reloading a saved skin envelope reference with effect. It also would do "funky" things if I tried…
Thanks for the help! When I bake the simulation the bake works but when I delete the rig or the ik's it screws everything up. I think I must have done something wrong with the rig itself, using the controllers to animate and have the constraints linked to the ik's. Here is the hierarchy of the rig.
Once you apply IK, you can no longer directly transform any object in the IK Chain. To swivel the knee there are two things you can do: 1. Enable Select and Manipulate and modify the swivel gizmo. 2. Set a Swivel Target object in the motion panel. This is the preferred method.
the rig isn't that difficult, it's whether it can be exported to Unity and work . So I think i'd go with morphs. the rig would probably be 2 spline ik set ups for each side (this could also be some bones though can be a pain to manipulate mathematically) driving a skin mod (to move the geometry). the zipper on a spline…
There are some odd bones used in the Doom3 models. I've made a few characters for The Darkmod so far and you do have to place IK solver bones. These bones need attached to the mesh but not weighted to any verts. Their placement can be fairly random but their pivot location needs to be correct. Basically they tell Doom…