Nusbie Posted August 16, 2011 Posted August 16, 2011 Edit: Sorry for the table breakage. The imgur thumbnail code does not seem to work too well In my attempt to make some worthwile animations, I came across the problem of moving every single bone seperately, desperately trying to avoid distorting the mesh and still make it look good. That wasn't fun so I started making IK chains and reading about rigging an armature. Then I set about the fucking enormous project of converting Breeze's Biped Animation Kit to it's Oblivion equivalent and 2 days later, the main work is done. I'm still very inexperienced with this but I have quite a deviant brain and it learns quickly and connects the dots. However, this is no easy task so I need people to test this Rig and help me correct the errors so we can get it up and running and I can start making some proper animations. I've understood the purpose of the Bip01 and BipNonAccum bones to a certain extend but I'm still a bit perplexed as to how they translate into oblivion and, as you can see on my rig, the whole model is a bit skewed because for some reason, the NonAccum bones was twisted a bit in edit mode. How the hell do I fix this? Pose Mode Edit Mode Otherwise it's coming along fine. This is me pulling the foot controller
GrimReaper Posted August 16, 2011 Posted August 16, 2011 Can't you just copy the values from the BipNonAccum from another skeleton to your NonAccum bone that's twisted?
Nusbie Posted August 16, 2011 Author Posted August 16, 2011 Can't you just copy the values from the BipNonAccum from another skeleton to your NonAccum bone that's twisted? I fixed it' date=' it was on the copy-armature it was mis-aligned. Now to make the hand controllers proper. They are bugging me quite much. Here is the Rig so far
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