Aight, so.
In my studies, I have learned there are 11 bones in the default ut2k4 characters [and I've heard there could be like 18 of 'em. Somewhere near the end of that tut].
My question is this: Does my mesh need to contain all of them?
This is why I ask.
As you can see, it has no arms. Or head. The guns would poke out from under the hood [haven't gotten around to darkening the "hole" in the tex to show exactly where and how].
I tried... "piggybacking", for lack of a better word, the gen mokai animations to it, and while I could link them [read: link bones, weapon_bone etc], I couldn't actually get him to move.
I am well aware that even successfully piggybacking the gen mokai animations to ren here would be somewhat disasterous [taunt animation causing the weapon to flail wildly about through the air on it's own, for example] and I'm still probably going to have to break down and animate him myself, but I'd still need to know if I'm gonna need to have him have all the major bones, even if they aren't used.
In my studies, I have learned there are 11 bones in the default ut2k4 characters [and I've heard there could be like 18 of 'em. Somewhere near the end of that tut].
My question is this: Does my mesh need to contain all of them?
This is why I ask.
As you can see, it has no arms. Or head. The guns would poke out from under the hood [haven't gotten around to darkening the "hole" in the tex to show exactly where and how].
I tried... "piggybacking", for lack of a better word, the gen mokai animations to it, and while I could link them [read: link bones, weapon_bone etc], I couldn't actually get him to move.
I am well aware that even successfully piggybacking the gen mokai animations to ren here would be somewhat disasterous [taunt animation causing the weapon to flail wildly about through the air on it's own, for example] and I'm still probably going to have to break down and animate him myself, but I'd still need to know if I'm gonna need to have him have all the major bones, even if they aren't used.