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roots bones and effectors

roots bones and effectors

2004-12-04       - By Steven Caron

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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
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