[DiscordArchive] Right, you'd need to look at how the vertex groups affect the body and just emulate what they did on
[DiscordArchive] Right, you'd need to look at how the vertex groups affect the body and just emulate what they did on
Archived author: Lear • Posted: 2022-08-08T01:45:59.716000+00:00
Original source
Right, you'd need to look at how the vertex groups affect the body and just emulate what they did on the original mesh, right?
Archived author: A2 • Posted: 2022-08-08T01:46:12.943000+00:00
Original source
Lizzard have quite often a bone that is using rigs for knee for example that also has a two child bones which does nothing but they are used for Keybones and Attachments and these bones can introduce weird movement if you rig it to bone that seemingly has correct movement but it not meant for rigging from the start
Archived author: Lear • Posted: 2022-08-08T01:46:28.756000+00:00
Original source
Oh now that's interesting, didn't know about that
Archived author: A2 • Posted: 2022-08-08T01:46:37.609000+00:00
Original source
for LK models its roughly around 50 bones per body that are used for deforming body
Archived author: A2 • Posted: 2022-08-08T01:46:51.158000+00:00
Original source
out of 100 or up to 200 bones used in character model
Archived author: A2 • Posted: 2022-08-08T01:47:24.665000+00:00
Original source
the only example of a fully custom model using human female armature is this propably
Archived author: A2 • Posted: 2022-08-08T01:47:25.181000+00:00
Original source
https://model-changing.net/uploads/month...507616.gif
Archived author: A2 • Posted: 2022-08-08T01:47:30.400000+00:00
Original source
made it some time ago
Archived author: Lear • Posted: 2022-08-08T01:47:52.200000+00:00
Original source
Ah yeah, something like that is basically what I'm doing
Archived author: A2 • Posted: 2022-08-08T01:48:35.132000+00:00
Original source
HideEmptyEditBones.py