Why are you using HK/IK? It seems like overkill? Why not just use regular bones or dummy objects? Anything that will give you a pivot point to skin to. Save the IK/HK for things like legs and arms.
"What is that now? Twelve hands in a row? Holliday, son of a bitch, nobody's that lucky." "Why Ike, whatever do you mean? Maybe poker's just not your game Ike. I know! Let's have a spelling contest!"
NextDesign, sorry for being OT here but...IKE IKE!! ore wa ai Hinoi Team!! wooooo!! (excuse my weak japanese!) checked out your webpage! again, sorry for being OT, I have nothing to crit about the model! *dances away into the sunset, "aishiteruuuuuuu"!"
Are you animating his hands in IK? Thai Chi is all about flow, and animating flow in IK is veeery challanging compared to FK. Thai chi movement flows through the whole body, and keeping everything connected will help you immensenly
Are you using IK for the walk and the run cycle, starting at 20 seconds? If you are, I would try to do another of each with FK arms, its much easier to get the nice swinging motions and arcs than trying to do it with IK.
Maybe someone can export it as FBX and Collada? I think for binding the mesh to it in and exporting the character you only need the FK bones, right? No need for the whole working rig with IK. Or are there any IK elements used in the engine after export?
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.
Added in more oscillation for more verity in the movements. I'm pushing for a more classic 2d looping look to everything. The whole world has to look like it's on a beat. Metal Slug is a good example of "the beat" look. The control rig allows a procedural method to programming the animation for the game. To make the…
My biggest note is to switch the arms from IK to FK if the rig allows it. Right now it's quite obvious the arms are in IK because they aren't bouncing naturally to the bodies movement. It's much easier to achieve natural arms in FK because the hands are affected by the previous joints
Since Biped can only follow one IK object you need to use a work around. Create a Point object (in the helpers tab) and set that as the IK object. Add a Link Constraint to the Point. Animate the Point object to follow one object then the other, and just use planted keys on the biped to follow the point when necessary.