Rigging necessary?

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zampano
Posts: 70
Joined: Wed Jun 07, 2017 3:37 pm

Rigging necessary?

Post by zampano » Wed Jun 07, 2017 3:42 pm

Hi there,
I'm testing the trial right now and I have great hopes for using Creature with phaser.
I got my PSD in and Meshes up, but I'm a little confused with rigging and motors.

Is it really necessary to attach bones to everything in order to have it show up in the animation mode? For most regions I want to use deforming motors and such, do I still need to add at least one bone per region first?

Thank you!

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Rigging necessary?

Post by chong » Wed Jun 07, 2017 6:19 pm

Hello,

Yes each mesh region will need at least one bone that influences it in order for it to run properly. This is true even if you are just using mesh deformation motors.

The bone is required since at the core, the bone will allow you to give it a global transform easily and that's how the system was designed.
For your case, you can just make one bone stretched out to cover all meshes, tweak its weighting radius to be really huge and auto weight it to all mesh regions. Make this Single Bone affect ALL your mesh regions in your case since that sounds like what you want.

Cheers

zampano
Posts: 70
Joined: Wed Jun 07, 2017 3:37 pm

Re: Rigging necessary?

Post by zampano » Thu Jun 08, 2017 9:41 am

Thank you!

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