Thanks for answering the previous post, ARP keeps adding up in usefulness…
Well, i’m not sure what a solid argument means, but for me that do all coding in C++ in Unreal, do levelbuilding, texturing, modelling, sounddesign and animations means i need the fastest tools i can buy to save some precious time… …and i can really sink in to hours of minute animating… until it’s perfected… this sh*t is addictive
ARP has the slider readily available and i use it all the time to get a rough hand, then make a pose ( using the pose library)… Every time i use the slider i still need to move the first phalanxes by hand and it’s very timeconsuming… I now animate many types of characters that uses weapons, things the character should hold, double grips, swords, gripping a handle on a door e.t.c e.t.c and it’s nice to make every animation feel organic so i don’t like to copy and paste which makes them “feel” the same
I’m thinking if there was a value box i could set a value between 0.0f and 1.0f this would serve as a ratio of which the main slider percentually rotates the first phalanx… this would save a tremendous amount of time on this pretty tedious labour.
For an animator that mostly do animations that need a blank canvas every time they start to work just leave that value at 0.0f. This value also act together with the slider so it shouldn’t be a separate function
A second question… Is there a way to add twistbones on an imported skeleton like Unreal FPS arms or the SK Mannequin or do i need to set this and rig it from scratch? I could not make it happen
Cheers and sorry for a long post