I took a quick peek at your blend. I think the Armature actuator is just for changing settings of the armature - it doesn’t actually move the armature at all. You need to create an Action for the armature and call it using an Action actuator. Also, you’re using the Hook modifier to attach the empties to the armature. This may work fine in the game engine, but I would suggest directly parenting the empties to a particular bone (using the “bone” option from the parenting drop-down menu) to avoid any issues with modifiers in the game engine. You will probably also want to apply the subsurf modifier before using the skinned mesh in the game engine. Did you look at the sample blend of a character setup I uploaded in the other thread?
Nope, just got the worm running and hunting and went on blending, I’ll take a look,
I am trying to set up skeletal animation with armatures…
so the action does not seem to be what I need, I am using 6dof to link objects to a cube, the cube is the parent of the armature, the IK targets are all bound to rigid body joints, and there 6dof-to the cube…
the Ik targets are moving, just not the armature, I tried parenting a no collision cube to them and they move, just not the rig
Oh, I thought you were trying to setup a character with animations. I guess I really can’t help you because I don’t know jack about setting up IK :evilgrin:. I may have to look into it now though, it looks very interesting! I’m sure someone will come along that can give you some advice.
I’m not sure what isn’t working. All the IK targets cause the armature to deform when you move them in the 3D View. To move the whole armature, you can move the middle cube, right? What behavior are you trying to achieve in the game engine?
I want it to stand , without falling over at this point, and track the ik targets, that will be deformed soon using torque, I want to try and do a walk cycle using, torque and physics, and see if its workable,
the big difference is that the man NOT have a modifiers armature.
while the worm have it.
is very different the worm setup.
my suggestion : clean all hook modifiers (not work in run time)
and so remake the parent mesh man -> armature and choose automatic weight to make a fast setup
the IK system semm pretty correct instead.