I thought you placed nulls at the end of bone chains to stop unreal from creating an extra bone when its converted (at least on characters). Here is a better picture. The bones are children of the root, but not actually "connected" since the pivots for each are at the joint. Here is another method Im trying. Bones…
Actually its a flying ship with legs.. So I need bones for animations of it landing/taking off vertically, and the rear hatch opening closing. Plus the legs interpolate between animation and the surface (like struts) so the programmers got some work cut out for him. But he wants me to have separate animation/model files…
I've always done my vehicle rigging with dummies and used the actual mesh of the vehicle as the root bone. And the pivot point orientation is critical. X is forward in UT2k4, which it isn't in 3ds max. I've had good luck following that tutorial that you have. It talks about using dummies instead of bones, which is why I do…
So its been awhile since I have attempted to bone. Anyhow is the pivot for weapons and such on a vehicle supposed to be at the root or where the weapon attaches? Also on the root bone. Does it matter what way it faces? I was going via this tutorial, but it kinda skimps on the bone…