Van Der Dick 13
-= Rigging
I'm on a roll now. This phase of the project involves adding a biped skeleton system to the mesh. I've done this before, so I was able to shape the bones to fit inside the mesh rather quickly. What I hadn't done before was to spend time linking all the bones to the corresponding vertices.
In order to have this model work in the supported game engine I am asked to use the Physique modifier. This is actually a decent method for rigging the mesh quickly. From other sources, I have read that the Skin modifier is more commonly used for animations. Meanwhile, the Physique modifier is more often used in video game rigs. I'm sure it is a matter of necessity. I hope to learn more about this in the near future.
Below you can see a selected leg bone and the influence area on the mesh. This must be done for each bone. I'm glad I have a couple years worth of music in my library, since this chore takes time. I'll finish this up later, right now my eyes are about to close for the last time tonight.

I'm on a roll now. This phase of the project involves adding a biped skeleton system to the mesh. I've done this before, so I was able to shape the bones to fit inside the mesh rather quickly. What I hadn't done before was to spend time linking all the bones to the corresponding vertices.
In order to have this model work in the supported game engine I am asked to use the Physique modifier. This is actually a decent method for rigging the mesh quickly. From other sources, I have read that the Skin modifier is more commonly used for animations. Meanwhile, the Physique modifier is more often used in video game rigs. I'm sure it is a matter of necessity. I hope to learn more about this in the near future.
Below you can see a selected leg bone and the influence area on the mesh. This must be done for each bone. I'm glad I have a couple years worth of music in my library, since this chore takes time. I'll finish this up later, right now my eyes are about to close for the last time tonight.

Labels: 3d, VanDerDick
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