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Author Topic: rigging, bindpose and skeletons  (Read 1125 times)

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Offline pexmo

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rigging, bindpose and skeletons
« on: 07 Jan 2005, 22:42:52 »
Ok im looking for some info on these subjects (just beginning to try to make my maya models work into ofp):

1: bindpose: How does the bindpose look for the animations used in the game. Im aiming to make models that use the same animations as the rest of the units in the game.

2: How do ofp work with skeletons and binding?

3: can i rig, bind and animate in maya the directly just by exporting through o2 get a unit into the game?

DBR_ONIX

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Re:rigging, bindpose and skeletons
« Reply #1 on: 14 Jan 2005, 18:14:30 »
2) You define selections for say, arms legs etc, and the animation says "Head is there, legs are there, foot it there, in frame one. In frame 2.." etc
3) Theres a Maya plugin to create the animations in it.. Teacup made it (In editors depot)
- Ben