I didn’t want to create a new thread for this, but I just don’t know any specific terms for what I’m trying to achieve and I don’t really know what to search for, sorry. :o
I’ve finally made a more-or-less proper armature and a basic animation (walk cycle) for my human body, but the animation lacks a few small features to look realistic.
- I’m trying to add a separate bone (not connected to all others) somewhere around the human’s chest to control all upper vertices. This way by making several slight movements upwards and downwards using that bone the model would “bonce” like a human does when positioning weight on a foot (are you still with me…?).
But as soon as I mark the bone-dependant vertices and draw the appropriate weights for this bone the vertices deform and change their position in a pretty random way. Perhaps I’m just lacking some sleep, but I can’t find a way to remove this “deformation upon painting” so that the bone moved the vertices only when used from a Pose Mode.
If there is a better way for achieving the whole idea please let me know.
- Another thing bothering my mind is this (see attachment):
When I move bone #2 in the Pose Mode bone #1 remains static and does not change its position while #2 and #3 are being moved. Is there any way to “reverse” the direction of this movement and move #2 and #1 “basing” on #3 (to have #3 bound to its current position)? Or, to be more precise, is there any way to achieve this without reversing the whole bone direction (w->switch direction)?
Many thanks in advance!