So I finally decided to update my knowledge about animating non vertex baked meshes (I know I am late ). Thus I decided to have a look at the rigs from various id tech 4 based games (on the left prey, on the right doom3): What I don't quite get are those "intermediate" bones, which do not seem to have any real function, as…
Ahh, ok that helps a lot already, thanks! However I doubt the Blender exporter supports exporting only certain bones Hmm, but wouldn't you still need a complete skeleton with one root bone, as opposed to individual foot rig setups (with their own root and only connected to the main rig via constrains) as often seen with…
Hmmm, sure that would make sense (and I have heard about the use of such a bone in the knee already), but in this case there are not two points of rotation in the knee as the dotted lines only represent a parent-child relation. Thus you only have one point of rotation (at the base of the knee bone) as it would be the case…