Now, I am confused, what are these points? They’re not bones are they?
Also if someone could try twisting the arm for me, that wud be pretty useful, so I could get an idea of how to do it properly.
If there are no bones, I will get on working with that, but I think there are bones, but on all the tutorials, they’re are all very big. But when I open this model up in face poser, those points are bones.
ah, but how would you twist the arm? I got basic movement correct(nodding and stuff), and it looks pretty fluid as I got the body moving realisticically as well when I did it.
Also do bones define how far you can grab something? Because when animating him, I had to be careful not to pull too hard, or else he would become like deformed, like there was nothing stopping me from pulling his limbs as far as I wanted.
I toyed with this. The rig is very rudimentary. There is no IK and no constraints. If you want to twist the arm you select the joint and rotate it. If you work on the rig to make it more useful, please let us know.
P.S. wondering why the rigs are posted to a domain dedicated to genetic analysis?
here is what I am asking
but to keep it short
so I decompiled the mdl file to smd to open in blender
now how do I get the same sliders from valve’s faceposer in blender? I REALLY want to just do everything in Blender, since it’s a mess and giving me a headache thinking of how to do it not in blender.