[ QUOTE ] EDIT, EDIT: To better explain my reasoning, that the regular bone wont show the twist influence? So use it on parts of the joint that normally are static. In example, the ulna never changes position. the radius and carpals revolve around it. [/ QUOTE ] Unless you are doing a medicinal model for which you need a…
we used to weight the main bone to 100 percent then using chuggnuts biped tools to 'gradient weight' for example the shoulder. we would not uses 2 twists on one joint though. seems rather complex.
Ok, so with the bipeds twist option.. I weight the twist bones and ignore the main joint bone? I did a test and it seemed to work this way. So if you need two twist bones to make a "twist", why does it offer the option of one? In those cases, do you use the main bone weighted as half of the twist? Example: Upper Arm…
http://www.greveson.co.uk/biped_twist.zip Hopefully this should explain it better. If you look in the Skin modifier and select the bones you will see how I have weighted it (note which verts are weighted to the twist bones, and which are weighted to the "regular" bones). Also try playing around with the Biped's Twist Bias…
Sorry, gonna add a bit to the "bony joints" idea.. Think bony protrusions/attachments. Surface markings where the bone shows through. Thigh (influences knee joint/patella - front side) Twist (influences upper part of thigh) Twist 1 (influences lower part of thigh) Calve (influences tibia more than fibia at ankle) Twist…