there’s a project whose aim is to use ik chains in the game engine (can’t find the link now…)
meanwhile, I’d like to know if someone has already written a script that :
read the real location/rotation/scale of each ‘deform’ bone member of an ik chain
then key it in a new action.
thus to be able to use an animation made with ik in the game engine.
hum well… let’s say this thread does not exist, thanks papasmurf
np. for those wondering what he’s talking about, see my bake constraints and armature baking scripts, with tutorials on vimeo. (see sig)
I thought IK’s allready work in the GE, even pole targets.
not only this but also copy loc/rot/scale, limits, …tracking… schrinkwrap !! I almost cried :spin:
btw you see this ? http://durian.blender.org/news/rigify-auto-rigging-system/