Rigging: Geometry as bones?
by Russell Fincher · in Artist Corner · 09/19/2007 (11:22 am) · 2 replies
So far I've only made skeletons out of bones, but of course in Max you can create a skeleton out of any geometry. Will this export and work correctly in the engine, or does a skeleton have to be rigged entirely with bones?
Basically I need a breathing animation for a quadraped, and it would be easy to just build a two-piece ribcage out of geometry and have it swing in and out, rather than try to do that with bones.
Basically I need a breathing animation for a quadraped, and it would be easy to just build a two-piece ribcage out of geometry and have it swing in and out, rather than try to do that with bones.
About the author
Art Lead at Sickhead Games, focused on dev tools and prototyping, instructor/advisor at several Dallas colleges and universities, Associate Developer with GarageGames, champion of avant-garde game art at uncommonassembly.com.
Torque Owner Thak
just make sure that your bones made of geometry are not having trailing numbers. Like: bone1 bone2 will eventually end up exporting bone2 as a bone and a mesh say if you use detail2.
So if you have custom bones trail them with Letters. ribcageA ribcageB for instance.
Cheers