hi guys!
I searched but couldn't find any info on this... the thing is:
i know how to setup a skeleton bone, put every bone in its respective character feature... but:
I don't want the arms to have that rubbery flexible look, so I would click on my skeleton bone layer to change that to region binding.
That would be okay...but the problem is: I want my character's body and head to still use flexible binding, cause these parts of the body would look nice with a rubbery look.
But there's only one bone "skeleton layer"... so I'm not able to make only the body and head to use a different kind of binding...
am i missing something? or there is a way to easily do this? (I really wanna keep things simple!) ... more skeleton bone layers? Really dunno what to do! thanx for any help!
both flexible and region binding in one bone skeleton?
Moderators: Víctor Paredes, Belgarath, slowtiger
I was able to "mix" flexible and region binding by putting layers into sub bone layers.
For example:
I created a traditional character with arms legs etc etc. I used region binding. This character has several different dresses that she wears so I needed them off set from the character anyway with a different set of bones.
The dress layer is set for flexible binding which gives a nicer rubbery clothlike motion.
The only drawback is that there was no way for me to control the dress bones with the body. I used my bone slave scripts:
viewtopic.php?t=3465
This allows the same body bones to control matching dress bones in the sub layer.
If the head and body use flexible binding.... what is getting the region binding? Just the arms and legs?
If those elements are in sub bone layers (set for region binding) and you don't want to use the script solution (it's kind of a pain) you could just bind these layers (arms, legs) to matching shoulder and hip bones and animate them separately from the body and head. Keep in mind the meshes won't be "connected" to the body mesh. So you will have to deal with the joints (shoulder, neck, hips).
I only use the script solution because I'm very lazy. I wanted to control other bone layers from one bone layer.
-vern
For example:
I created a traditional character with arms legs etc etc. I used region binding. This character has several different dresses that she wears so I needed them off set from the character anyway with a different set of bones.
The dress layer is set for flexible binding which gives a nicer rubbery clothlike motion.
The only drawback is that there was no way for me to control the dress bones with the body. I used my bone slave scripts:
viewtopic.php?t=3465
This allows the same body bones to control matching dress bones in the sub layer.
If the head and body use flexible binding.... what is getting the region binding? Just the arms and legs?
If those elements are in sub bone layers (set for region binding) and you don't want to use the script solution (it's kind of a pain) you could just bind these layers (arms, legs) to matching shoulder and hip bones and animate them separately from the body and head. Keep in mind the meshes won't be "connected" to the body mesh. So you will have to deal with the joints (shoulder, neck, hips).
I only use the script solution because I'm very lazy. I wanted to control other bone layers from one bone layer.
-vern