|
It might sound stupid but I am trying to do the following:
I have a character mesh rigged with SKIN modifier and a set of bones.
As the model will be exported to iClone (Reallusion), within such program, bones cannot be accessed directly. I need to move such bones within iClone so I thought rigging the bones itself with their own SKIN, which is affected by a secondary set of bones which ARE reachable within iClone. iClone also DOES NOT ALLOW to access the bones to link them to a helper object, in order to move it.
When I operate on this rig, already exported, I move the secondary bone and it CERTAINLY moves the primary bone, which is what I want, but.... The target mesh is not affected, no matter it’s bones are displaced.
I find the Pivot Point from the main bones are NOT MOVED by the secondary bone motion, so it seems SKIN actually does not care where the bones actually are, but it only cares about the bone pivot point which has not moved.
The same happens within MAX. I drag the secondary bone, which is influencing the primary bone, and it moves OK, but the SKINNED MESH is not affected, because the secondary bone motion does not drag the primary bone pivot point.
So… It is possible to make the Pivot Point of a skinned mesh to follow translations from the skinning bone?
That’s EXACTLY my problem. Any suggestions?
|