Anyone willing to give it a try?
]]>But first things first:
Any news on those rigs or some other, more proper way to animate?
]]>Anyway, having a rigged model leaves us with two options.
A) Asking Neo to allow TRAM creation from rigged models (*.xsi). Or if he says no ...
B) Transferring the animation data from an rigged model to a non-rigged clone (*.dae). That can be done with scripting in Mod Tool.
Atm I'm trying to write an auto-rigging script.
https://dl.dropboxusercontent.com/u/139 … g_wip1.png
So I think it would be cool if we find out how to make real rigs.
After that's done we could think about telling Neo to allow export/import of such rigged characters (*.xsi), or at least a script that handels the auto-creation of rigs after loading a dae and removal before saving dae files.
In Mod Tool you can create a rig bottom-up: Model/Animate [mode] > Create > Skeleton > 2D / 3D Chain
There are possibly other ways to build a rig.
Tags: inverse kinematic, IK, solver, bone, effector, skeleton
]]>