Attaching Mesh To Rig Maya 5
by Geoffrey Fulton · in Artist Corner · 10/25/2004 (2:48 am) · 1 replies
Hello all!
I am wondering if it is possible, or even reasonable to attach an arbitrary mesh to an arbitrary rig. I have an animated rig, and id like to attach it to a mesh and then have the mesh be animated. I figure this will involve some rig scaling as well, not sure if thats very difficult. So if anyone can describe how to accomplish this, or point me to some resources I would be very, very greatful :)
PS: Look out for my 'help wanted' post, im looking for some animators to create some models for a multiplayer survival horror game. Well need a few different player types ( sec guard, schoolgirl, child ) and some monster types ( zombie, ghost ). Weve got all the specifics down if your interested in trying to scare the crap out of some gamers!
Thanks,
-gf
I am wondering if it is possible, or even reasonable to attach an arbitrary mesh to an arbitrary rig. I have an animated rig, and id like to attach it to a mesh and then have the mesh be animated. I figure this will involve some rig scaling as well, not sure if thats very difficult. So if anyone can describe how to accomplish this, or point me to some resources I would be very, very greatful :)
PS: Look out for my 'help wanted' post, im looking for some animators to create some models for a multiplayer survival horror game. Well need a few different player types ( sec guard, schoolgirl, child ) and some monster types ( zombie, ghost ). Weve got all the specifics down if your interested in trying to scare the crap out of some gamers!
Thanks,
-gf
About the author
Torque Owner Alex Swanson
With regards to Torque: You can use any rig that you want. The bones must be in the second node of the hierarchy, and the skin mesh must be unlinked from the hierarchy.
For detailed instructions see Danny Ngan's excellent Maya2dts exporter documentation.
Scaling the bones will be a problem, as bone scaling is not supported in real-time by Torque. I would recommend setting up a multiple-bone translate to simulate bone scaling.