pKrime / Expy-Kit

Blending different Character Rigs together
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optionally exclude twist bones from the hierarchy, like in ue4 mannequin #4

Closed pKrime closed 2 years ago

pKrime commented 3 years ago

zoltan (T57536):

there is an other problem that somewhat breaks ue4 compability: the position of the twist bones, I mean the hand shouldn't be parented to the twistbone, but rather the forearm bone. The "rigify way" can make some ik setup problematic (two bone ik when there are actually four bones in the chain. I1m not sure how this could be fixed, the way I tried is to generate single segmented bones for rigify and wrote a small script to duplicate the limb bones which serve as twists. Then set up the hiearchy and constrains.. the problem this is quite crude method and I can't really code.. just collecting codepieces i find on the net.

pKrime commented 2 years ago

implemented with 022ebb951b4d927469ab20858c9dd2850d157e1b