hawken
04-24-2009, 03:02 AM
I have the following hierarchy in C4d, seems fairly logical and I can get single meshes deforming just fine;
http://i40.tinypic.com/pu9n6.png http://i44.tinypic.com/10f2hs9.png http://i39.tinypic.com/5aq4vc.png
however - I have no idea how to deform multiple child meshes using bind.
I tried binding the bones and the shoes together and my shoe just flew off at some arbitary angle when using the controllers, like so:
http://i39.tinypic.com/dec1x.png http://i42.tinypic.com/9j2cuw.png
I was just wondering what the correct procedure is for this? The axis of my shoes is relative to the floor, as is the axis of the legs. The reason I want separate meshes is to swap them out (shoes, hats, gloves etc) modularly in game.
Joints have proved very simple in C4d, I just can't get my head around binding hierarchies of meshes.
http://i40.tinypic.com/pu9n6.png http://i44.tinypic.com/10f2hs9.png http://i39.tinypic.com/5aq4vc.png
however - I have no idea how to deform multiple child meshes using bind.
I tried binding the bones and the shoes together and my shoe just flew off at some arbitary angle when using the controllers, like so:
http://i39.tinypic.com/dec1x.png http://i42.tinypic.com/9j2cuw.png
I was just wondering what the correct procedure is for this? The axis of my shoes is relative to the floor, as is the axis of the legs. The reason I want separate meshes is to swap them out (shoes, hats, gloves etc) modularly in game.
Joints have proved very simple in C4d, I just can't get my head around binding hierarchies of meshes.