Rigging question : Creating working gun parts
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- thePWA
- Porter
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Rigging question : Creating working gun parts
I'm trying to rig an UMP with the following parts... bolt, fire selector, folding stock and trigger. Set up the rig as root ground--->arm right weapon---> bolt, selector, stock, trigger. Rotation and bone movement works fine when I test it standalone but when attached to the arm right wrist bone all the rotation points go screwed (bolt slides off-mesh, trigger rotates the other way etc.). Is there a way to make sure the rotations stay exactly where they need to be even when attached to another model's skeleton?
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Re: Rigging question : Creating working gun parts
Have you tried your mesh in XNALara already? Blender sometimes screws the root positions when you add sth to a armature or sth^^thePWA wrote:I'm trying to rig an UMP with the following parts... bolt, fire selector, folding stock and trigger. Set up the rig as root ground--->arm right weapon---> bolt, selector, stock, trigger. Rotation and bone movement works fine when I test it standalone but when attached to the arm right wrist bone all the rotation points go screwed (bolt slides off-mesh, trigger rotates the other way etc.). Is there a way to make sure the rotations stay exactly where they need to be even when attached to another model's skeleton?
So try it in XNA...if it's still screwed a screenshot would help ><
- thePWA
- Porter
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Re: Rigging question : Creating working gun parts
Had tried it with xnalara but actually just found out a simple yet working solution for it..:Someone:. wrote:Have you tried your mesh in XNALara already? Blender sometimes screws the root positions when you add sth to a armature or sth^^
So try it in XNA...if it's still screwed a screenshot would help ><
Before I was posing the model's arm afterwards I posed the gun parts... messed up rotations. What I did was pose the gun parts after loading the model then pose the model's arm, gun parts still remained in their correct locations.
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