The rig works fine. But to get the rig in a game engine, I needed a separate, clean "export skeleton" (the green in the gif).
A parent and a scale constrain from each joint in the rig drives the green skeleton.
But while the original rig looks fine, the green export skeleton starts rotating oddly further into the stretching. You can see the local pivots of the green skeleton points in all directions, wihle the rig itself behaves nicely, X forward, -Y up.
How can I constrain so that both skeletons looks identical??
FYI: I can't use the rig skeleton because it's a complex bunch of joints that isn't connected in a hierarchy.
Solved! Go to Solution.
Solved by exsulator. Go to Solution.
Here's The file, But I can't attach it bc this website is being weird about it. My rig follows this tutorial series on youtube.
A difference in my rig is that my spline IK uses "Closest Z" as up axis, under Advanced Twist Controls.
(this had less flipping)
Still wonder why the export skeleton can't simply follow the segmented joints perfectly with regular parent constraints...
I'll try to take a look at it this afternoon. With regards to posting things here, they need to be zipped.
Thanks, but NO NEED 😄 I've finally found the simple solution to my problem!
I don't know why I haven't tried this earlier... but instead of parent scale constraint... it works with point, orient and scale constraints instead!
And I tried everything between heaven and earth before going this simple route...
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