Hey everyone, I'm not an animator at all but circumstance has me doing a little bit of work in it and I was wondering a few things on how to make animations that go beyond what bones can do as far as I can tell. For example, expanding and contracting the torso for breathing, or having a balloon swell up in size. Another…
In some engines like CryEngine 2 you don't even have to create the helpers in some cases: http://doc.crymod.com/AssetCreation/ImportExportAnim.html And for things like facial animation, morphs are used I believe.
I suppose it might depend on the engine/exporter, but usually you're not limited to just weighting a model to bone chains. Here's the pistol from Half Life 2 for example: Instead of using bones for deformers, it is weighted to a few curves. Translating the blue box moves the slide, rotating the yellow square box rotates…
Instead of a bone's position and orientation having influence over certain verts, the curve's (boxes) position and orientation have influences over them. The boxes do export along with the rest of the deformers. Basically the rig you see in your 3d application is not how the engine is going to see it after it gets…