Hi!
A have a rather complicated problem: I have built a bone hierarchy to control one character. Now I came to realize that I need some body parts to be controlled by bones with region binding and some by automatic binding. But I can't built two bone hierarchies because then the inverse kinematics won't work because parts of the body (controlled by bones 1) wouldn't move when I move the cheek bone (bones 2). So what should I do now? Any suggestions?
best wishes!
Jan
character animation question
Moderators: Víctor Paredes, Belgarath, slowtiger
Well this is a problem i had about a year ago.
I didnt find a real solution, since i was to lazy to ask and not registered to the forum that time.
Instead of the "skeleton" (i had several bones for every body part and it all was combined) i reduced the bones and startet to work with a huge amount of switches.
This is the method that i even use now, right now, so all i can do is telling you to think of your character and drop the bones who need layer binding...
But i can not recommend to do this, maybe anyone else but me knows a better solution, so please be patient and wait for another better post---
I didnt find a real solution, since i was to lazy to ask and not registered to the forum that time.
Instead of the "skeleton" (i had several bones for every body part and it all was combined) i reduced the bones and startet to work with a huge amount of switches.
This is the method that i even use now, right now, so all i can do is telling you to think of your character and drop the bones who need layer binding...
But i can not recommend to do this, maybe anyone else but me knows a better solution, so please be patient and wait for another better post---
