non-child joints in game rig?

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
Old 02 February 2013   #1
non-child joints in game rig?

Hi, I'm haven't done much rigging for games...

I've got a quick question regarding joints that are not under the root hierarchy of a game rig.

I've seen an example of doing wrist and ankle joints in relation to a 3 chain ik/fk switch setup, as free floating, where they are point constrained to the last child of the skin leg joint (at the same position of the floating ankle) then orient constrained to both the ik and fk wrist/ankle controls. This seems to give the joint more freedom, in terms of following the ik but allowing it's own rotations.

I'm under the impression that most game engines won't see these joints, as they arn't under the root. Am I correct in assuming that these joints won't show up in game?

If so, what so you suggest for a workaround while maintaining the most amount of control over my ankles and wrists?
 
Old 04 April 2013   #2
Bumpity bump

I'm thinking about either udk or cryengine for this.

Last edited by jgibz : 04 April 2013 at 11:31 PM.
 
Old 04 April 2013   #3
In many cases, there is an extensive animation rig, with Controllers, IK Handles, IKFK switches, broken hierarchies and whatnot, that drives a sceleton with an identical layout, and an intact hierarchy via parent constraints. Only this skeleton gets exported. Its described here for the Cryengine: http://seithcg.com/wordpress/?page_id=316
 
Old 04 April 2013   #4
Thanks for the reply, antweiler. I'll look into this and post my results. I have been using the 3 chain ik/fk switch for the arms and legs. The ik and fk chains share the same parent (collar/hip bones). I see the benefit of doing the whole skinned skeleton separate now.

Edit: I just thought I'd let anyone who searches this know that a control rig skeleton driving a secondary skeleton works just fine.

Last edited by jgibz : 11 November 2013 at 05:26 PM.
 
Old 04 April 2013   #5
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 03:21 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.