In my experiance the control rig should only effect the deformation rig through constraints. Baking won’t work as any kind of magic bullet if this initial parenting isn’t set up right first. The bones of the deform rig need a proper logical parent hierarchy already in place to accurately read their positions and rotations in space once the constraints of the control rig are taken away. The deform rig that you want to export should form a logical and solid FK hierarchy ending in a proper root bone in and of itself, without the control rig. What I do know is that the hierarchy of your main deformation or export rig is of paramount importance. I’ve not yet designed a strictly real time game engine rig in Blender yet although I have certainly done a fair few in other 3d software ,Max Maya etc… How exactly did you build and set up the bind rig? If it was just replecated from the original rig that could be the problem.
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