quastion with armatures

I’ve started using armatures and i’ve been attempting to make a game. I have my man made out of several meshes attached to the bones of an armature, my question, how do i keep my man from blowing apart? i tried making the armature a dynamic actor, tried making all my meshes dynamic actors, tried making all my meshes actors, but nothing seems to work.

Have you tried parenting all your meshes to an empty and then parenting to the armature? Your meshes maybe confused about what they are supposed to follow when moving.

define “blowing apart”

as far as armatures go in the game engine:
constraints (such as IK) don’t work, you have to “bake” your animations (in the action window there is a button to do this)

your armature object will be dynamic, and your deformed mesh doesn’t need to be (but needs to be the child of the armature to deform and move)

use the action actuator to play armature animations. If different actions don’t conflict on the bones they affect (for example one for the torso, and another for a walking leg animation) they can be played simultaneously

Posted:

Have you tried parenting all your meshes to an empty and then parenting to the armature? Your meshes maybe confused about what they are supposed to follow when moving.

they lose there animation when i do this. i have them all parented to bones, and they are seperate meshes, i think thats why.

yes, children of bones do not work in the game engine

you have to use vertex groups and object(s) deformed by the armature.

(the slow method that would not require joining into one object would be to make all of the vertecies in these objects deformed by that bone (in a vertex group of the bone’s name), and then make that object deformed by the armature.

The better solution is to use one mesh)

Okay, i’ve set up all my vertex groups to the same names as the bone the corrospond to, know how do i connect them to the bones? do i just select the mesh and tell it to be the child of object. i tried child of armature but it makes the mesh move in a solid block

you select the mesh, then the armature, then parent (the armature becomes parent) and choose armature.

Your vertex groups will deform from the bones with the same name (exactly the same name)

you move each bone (select the armature first) in pose mode which is avalible with control+tab.