SoulVector
06-19-2008, 08:50 AM
Hi. Need a little advice here. I’m working on rebuilding a current rig for a game. The problem is that the joints on the opposite side don’t have the rotation axis so they match up. There is no bind-pose but there is animation that is being used in the game right now. I’m adding geometry and would like to conserve the animation but since there is no frames in the animation where the joints match up it makes it difficult to create a symmetric skinning so that I can mirror the skin weights and animation.
What would you do guys?
I was thinking that there might be some way that I can mirror the joints from one side to the other so I can get a symmetric initial pose and attach the animation curves to the new joints and somehow convert the animation so it matches up with the new orientation. It is a FK rig.
Thanks for any help.
What would you do guys?
I was thinking that there might be some way that I can mirror the joints from one side to the other so I can get a symmetric initial pose and attach the animation curves to the new joints and somehow convert the animation so it matches up with the new orientation. It is a FK rig.
Thanks for any help.
