We're not a game developer per se, more like middleware, but we support both Biped and Bones setups. We can use IK, scripted controllers, etc. on our bones, all of which gets stripped down automatically at export time into standard FK. Some realtime IK in the works for sticky feet, etc. But it's nice to be able to use the…
unless you're using maya...which probably half the studios do. our rig is rather simple. we animate mostly straight on the bones and just throw on IK when we need it using default tools. this is mostly to accomodate mocap. we do have a full custom rig, but it's rather complex and tends to slow most of us down. about the…
[ QUOTE ] [...]mostly because of the ability to lock feet and hand into a certain positions and I've gotten pretty good results so far[...] [/ QUOTE ] I've never understood Biped's way of handling this. There are like 3 or 4 different types of keyframes for the feet and hands. On a custom rig locking down the hands or feet…
Most engines I've ever dealt with are able to use both Biped and Bones. We've even used both in one rig before (Biped with extra bones hanging off). In the end all that the exporter is doing is pumping out rotation and position values to the bones in the engine so it theoretically should just be some extra work for the…