Closed GoogleCodeExporter closed 8 years ago
This behaviour is as intended. The importer doesn't link bones together any
more because it's impossible to tell if they _should_ be linked or not; if you
link one that's actually meant to be unlinked you break animations. The 3DS Max
importer that you saw has incorrect and potentially harmful behaviour. I need
to update the screenshot you linked to! :)
You can avoid this issue by rotating a bone's parent instead of trying to move
it.
I'm hoping one day to add a new bone behaviour mode to Blender that avoids all
of these annoyances.
Original comment by cont...@steamreview.org
on 7 Mar 2012 at 10:46
Thanks for the reply, I didn't know it was impossible. Anyway, I've connected
and parented them on my own, rigged everything. The animation I made with
unrigged got really broken, so I will compile this new model separately and
create new animations for it.
Original comment by prompter...@gmail.com
on 8 Mar 2012 at 6:43
Original issue reported on code.google.com by
prompter...@gmail.com
on 3 Mar 2012 at 7:23