Game Editing > 3D Modeling & Content Creation
3D Modeling WIP Topic
silicone_milk:
This is what I'm referring to by 'neutral-pose'
Supposedly the IK chains will be better off as well if the limbs are slightly bent while in 'rest pose' so they have a clear pivot point.
kat:
Yep that's the one. You shouldn't need to worry too much about Armature/IK bends if the model is built with a correct centre-of-gravity as that naturally tends to 'kink' the arms and legs taking care of the problem you mentioned (but yes it is something to watch out for absent using a 'knee' target bone set-up, which may not be exportable/usable).
silicone_milk:
got more work done on the rig. Scaled the feet, set up ik arms and some rotation constraints on feet/hands.
Shoulder/Elbow/Wrist Deformation (Front/Angled):
Needs a little work and the elbow bone seems to be slightly off. Not going to worry about it for now.
Having a hell of a time with the skirt part... I wonder if another edge loop might help.
The Rig:
As exciting as it was playing with IK constraints (one of my first for even a skeletal rig) for the first time, I'm really burnt out on messing with the skeleton. But I can do some pretty neat things with it now.
Time to give her hair and a proper diffuse.
ratty redemption [RIP]:
looking good milk. i assume the ik bones don't get imported into unity?
silicone_milk:
They do but IK animation is only part of the pro license. You'd use them, from what I'm seeing, through scripting where you can take IK bone positions and have them target game objects for grabbing things and whatnot.
You can still create animation clips in Blender to import though.
Here's unrigged/non-animated character in Unity with a quick scale down:
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