The only bone names that really matter are the spine, pelvis, hand, and weapon bones I believe (maybe the head, too, for headshots). The spine and pelvis names matter for animation blending and the hand and weapon bone names matter for where and how the model holds the weapons. You don't even have to specifically name…
My Norman model can be found at http://www.hollowmind.org/files/NormanUT2004.zip. As for questions a and b, no idea. =/ Animation blending is when 2 different animations are blended together. For example, the run animation and shoot animation are 2 different animations. When the character runs and shoots at the same time…
> If you take a look at the Magdalena or Effigy model in UnrealED you can see how it's set-up Funny you should mention that...I've spent a lot of time in UEd looking at Magdalena, among others. Neofin and JunkyardMech both use the standard "Bip01" naming scheme, and I do that as well. Both models have non-humanoid…
Thanks for the link! I've been studying Norman and Magdalena and a few others, and testing theories all morning. I've learned a lot, but have more questions... 1. Many models alias Bip01 R Forearm to rfarm. Would I save work setting up mesh properties by simply naming the joint rfarm, or would I still need to alias rfarm…