  | | | roots bones and effectors | roots bones and effectors 2004-12-04 - By Steven Caron
Back Hey
can someone explain to me the benefits of having roots and effectors for bones.
unlike say maya or max where the bones are connected everywhere. like in the hips they have 2 bones going down to each leg. although you dont use them.
I prefer XSI's way. but i wanna understand why!? :) i looked them up and it told me everything i already know about them. Andi and Me are working on skeletal export for our project. and we are finding XSI's rigging to be a pain. we dont need effectors and effectors are not at the end of a bone. soo leads to my other question. In si|3d effectors were at the end of bones. why the switch?
draw backs? fundamental problem? just because?
I think the SI|3d method will work for us. we can just try to ignore effectors to build the hierarchy needed for the engine.
Any input on building a rig that we can use for our biped/quad characters that has a very condense hierarchy? I was thinking shadow rigs. or building my own box rig. but i would like to stick to chains. I would also like to make my own biped and quad guides that will build a rig that is NeL (game engine) compatable evertime.
thanks
-Steven --- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
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