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actually regular bones are more advanced and robust solution than the biped, but the biped is much more easier to set up and therefore u can animate it very fast. But if you feel confident with bones feel free to use them. The bad thing is u can’t use bones with character studio, and it has many useful tools that can save your ass if u need to deliver a project in a short amount of time. There isn’t a faster way to fit the biped to the mesh u have to do it manually.
forward kinematics is easy to understand when u work with bones and biped, for example when u put a biped in your scene it comes by default with both solutions (IK / FK ), if u want to move the arm and u do it rotating the shoulder, the arm, forearm and hand (fingers included) rotate with it, all at the same time, that is “forward kinematics. U can do the same thing with bones.
when u wanna move the arm and u do it moving the hand and all the rest moves with it accordingly (the shoulder,arm, forearm, hand rotates to make it possible) that is Inverse kinematics, u can’t do it with bones, if u try it u only get a rotation in the forearm, u need to use an “ik” solution.
Author: samuelmq
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