Source Engine Rigging
on 08-25-2009 05:00 PM
I'm currently in pre-production with a small team to create a complete conversion on the source engine and i was just curious if anyone could answer a couple of questions i have
1. Whats the bone limit for source models? i know DX9 has a limit of approximately 59 bones in a single mesh. But looking at some of the models the Valve have used they go well over this number. Alyx for instance uses around 90. Did they import separate meshes and meld them together after?
2. Valve has their "Choreography" system for their models, if i want to use this software on my own model are there some guidelines i have to follow in terms of body/facial rigging?
3. In episode 2 there are some scripted physics events, i know this is not strictly art (And more in the realm of level design) but does anyone know where i can get some documentation on how these scenes were created?