texture = skin always made sense to me too, i used to think of it like this: you have a skeleton, the mesh is its muscles that define its form, you put a skin on top of it to define its appearance. that doesn't mean i don't think it's the wrong term to use, but it still made sense.
Here is the final concept I've decided to go forward with for this character. The base is pretty well finished. I spent too much time on this step - this being my first attempt at sculpting a body and working on anything this complicated. I started with a Zsphere skeleton. Currently building the other pieces in both Maya…
@Rick Stirling: I think translations have a tendency to disrupt the axis of the bones in a skeleton. I should probably give my character eyelids as well... I've ended up purchasing the face rig tutorials which DimitrisT recommended so I'll give it a go and see what i end up with :)
[ QUOTE ] At least we've got a precedent if the religious fundamentalists or whomever it might be kick up a stink on this. [/ QUOTE ] That's not an "if" it's a "when", my friend. Fundamentalists can't just be who they are - they go way out of their way to try to force everyone else to be that way too. This has got some…
It still won't import IK animation - you'll need to bake it on export. With Mecanim it'll find and bind the bones of a (roughly) human skeleton and then let you perform IK on those in-game (although I think the IK might be a Pro-only thing? I've not played with Mecanim yet).
I've been doing some rigging for my second year university project recently, built the skeleton today! I think the legs are going to need some quite drastic overhaulage before I can add any real functionality though, anyway here's a progress shot :)
Thanks a lot monster, I'll check that for sure. For point #2: Yes it's for a game engine. It's for Unity. Right now I use when bind skinning: 3 for max influence, and then DeltaMush from advanced skeleton, just to let you know. Maybe it's not the best way to go for games ?
Hi, Eric! If I remove them from Skin, their meshes do not get exported, but I need these bones in rig to manipulate fingers. I just don't need these annoying meshes... I tried to re-rig the character with a new CAT skeleton from scratch, and the problem persists.
well hes layed out over the UT2004 Juggernaut skeleton the only real difference is his head is much bigger than UT characters altough when i shrink his head, he comes out looking like beatle juice, not sure how to play it. -Buddikaman-
Hmm, I haven't used HL2 tools before, but from your last post, it sounds like you're rigging the collision mesh to the bones using Skin/Physique modifier? Have you tried just using Select and Link to constrain each section of the collision mesh to the skeleton?