Actor's bone system
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Jaguar_jwg
- Posts: 96
- Joined: Sun May 20, 2007 7:47 am
Actor's bone system
I imported a bdy file of Virgil in MilkShape. The boning is done a little different to mine. Could someone explain the purpose of the bones in the face and behind the neck. I notice they drop to the floor when the character animates. Is this some sort of alignment system?
there really is no set skeletal system, you can create any skeleton you wish, however if you want to import pre-exsisting .mot files (animations) you will need to import the skeleton. milkshape has the tools required for decomiling .acts
you can then import a skeleton from there.
say you like a set of .mot's from virgil. you will need to import his skeleton to you mesh. then go from there. however if you use these skeletons, you can not move or resize it in any way (you have to match you mesh to the rig.) if you do the animations will end up with twisties. (distort and twist up)
hope this helps
you can then import a skeleton from there.
say you like a set of .mot's from virgil. you will need to import his skeleton to you mesh. then go from there. however if you use these skeletons, you can not move or resize it in any way (you have to match you mesh to the rig.) if you do the animations will end up with twisties. (distort and twist up)
hope this helps