Hi, I have rigged my character mesh to a skeleton, and grouped them together. When I move that group, the skeleton moves at a different pace then the mesh. How can I fix this? Working in Maya2012 Thank you.
Ah yeah, sorry the way I worded that is probably confusing. To import a skeletal mesh, you require both the skeleton and mesh to be exported together. That creates the skeletal mesh asset. Later, to import animations associated with the skeleton, you only need to export the skeleton (no mesh requried for that).
I'm reusing the skeleton of an existing character into a new one. Since the mesh is different, i had to rescale and translate the root node of the skeleton a little bit, as well rotate some joints. After that, i successfully skinned the skeleton to the mesh. Unfortunately, when i play any animation from the old skeleton…
Hey! I have a problem I hope you could help me with. Let say I have a CAT parent with a single rigged skeleton, but what if I want to copy that skeleton to multiple skeletons but keep it under the same CAT parent, is that possible? Zelly.
Hi all, I have question about controlling my skeleton mesh in 3ds max. I want to input external datacoorditnates x,y,z and create character movement into my skeleton rig. How could I approach this andimplement this into 3ds max? Can you import some data into you're skeleton mesh / or biped? Thanks in advanced for the info.…
if you use Maya i recommend advanced skeleton. There are some other auto-rigger plugins that could be worth looking at - i have not used any others except advanced skeleton. but its always been good enough that i had no motivation to look at alternatives. you could start from the sample human rig and just make a few…