my bones are messed up could someone help me. i tried to put them in vertex groups and most of them work but some arnt working and i tried to fix it but its still not wokring
download the problem blend from my site.
http://www.freewebs.com/ceribrex/myblends.htm
I do not see the problem. It seems to work fine.
I can imagine what you mean. I looks like a robot with undeformable body not like a human.
Here are some hints:
- you can assign more then one vertex group to one vertex. The GE will interpolate the influence.
- you can assign a weight for each group on each vertex. 0 = no influence from bone; 1 = max influence from bone. This allows a smoother deformation (bow).
- Better make a single mesh with connected faces (like a skin) rather then single boxes joint to one mesh. This would look more natural. You would avoid sideffects from Z-Buffer. It would be faster as there are less faces. This would be easier to handle. It might look more natural. You can achieve this by adding faces or merging vertices together.
- A better naming of the Bones (and vertex groups) could help you later (etc. arm, head).
- Use the arm.L, arm.R notation. this would help when flipping poses.
I hope this helps