stephen.coren Posted January 27, 2014 Posted January 27, 2014 Dear All Thanks in advance for your help as I'm new to Unigine family and come from the world of film VFX - so new to games engines tech. I'm the Creative Director for our project and we are at the beginning of our first project in Unigine phase of working thru our planning & prep. We've been discussing the our characters for the game; all human, up-to 3 on the screen at any given time. I've pondered several queries and any advice at this point would be great appreciated ... Is there a preferred limit to the number of joints in a skeleton? If there is limit,,,Can the technique of using joints which are parented or constrained to main skeleton, not as an additional joint inclusion, be a plausible method for the total joint reduction - if ness. Skin influences - we are considering a facial rig which made of joints - Does the method of end effectors as skin influences - possible in Maya - translate or is there a similar method And finally and helpful advice, pointers or pitfalls are much appreciated. Thanks again stfc
philipp.marcks Posted January 28, 2014 Posted January 28, 2014 https://developer.unigine.com/forum/topic/2407-objectmeshskinned-number-bones-limitations/?hl=bones#entry13199https://developer.unigine.com/forum/topic/2328-solved-attachment-question/
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