Alright, 1 more question. Are you trying to link the biped to the rig ? Like have the l_arm_help control the orientation of the biped arm? if so ? Why exactly do you need to do this? After a quick look it seems like you imported an FBX from another software... what is the fbx skeleton for?
Dug a lot deeper than surface anatomy. If I'm gonna learn everything, might was well start with certain parts of the skeleton. The model isn't perfect, but that's why I make lots of different ones! To learn! Three hour sculpt. Plenty of it needs work, and the mandible is non-existent but hey! Getting there!
I love Blender. However, the SMD format has always been a bit tricky. I'd strongly recommend using the officially supported XSI mod tool for exporting SMDs. It's free to download, it comes with skeleton templates and a lot of character-specific tools, and it uses the same SMD exporter that Valve uses.
haha thanks, the little apes i just tossed together and put in there for the hell of it. I agree with you on the stiffness, i think most of that is from me animating them poorly. I just posed them really quick and exported like that i didn't rig them onto a skeleton yet.
Yeah...The legs were pretty much just tacked on...I got the head, torso and arms to a point I liked...but couldn't come up with anything for the legs. The double joints sounds good, I may give it a try. Also, this character's anatomy, or at least skeleton, is based slightly on a praying mantis...
I read that do not copy while drawing. I want to understand things. Is there a book where speak how to draw skeleton, then muscles and the surface on top of that? I want to know what's going on under the muscles. I have tons of books, but seems they are a bit advanced for me.
select the joints on your rig and edit>keys>bakesimulation that will transfer all the animation from your rig to the fk skeleton you can also set a checkmark in your fbx exporter. Also, check in unity under animation compression. That can cause some jitteryness as well.
Why dont you simply bind your LODs to the same rig (skeleton) and export them separately (if there is no engine specific workflow for that) You should be able to transfer the skinweights from highrez to LOD easily (easy f.e. in Maya but also in Max, from what i hear)
Hey Andrew, Thanks for that I tried a quick test of creating a new skeleton from scratch, skinning and doing some quick animations and I'm getting the same result :( Any other ideas? I can;t think of much else to try at this point, gah source!
Maybe I'm misunderstanding what you are trying to do, but from what I see this is the UE4 mannequin skeleton so I'm assuming you want to play the animation inside Unreal later. Why don't you blend them with state machines inside your game?