![]() ![]() Then when the game is built compression parameters decide how many of those keys to keep and how many can be replaced by interpolation. Though we don’t use Unity, for every game we’ve shipped whether it’s console or mobile the animation gets exported by taking a snapshot of every bone every 30th of a second, basically the same as baking a key per frame. Also some insight of how others rig their character for games so they wont stumble upon similar problems, would be very welcomed If anybody knows of a tool or a workaround to get a good result, I would really appreciate. With IK there is no problem, but after baking the animation and reducing the keys… the whole FK rigg with simplified curves messes the whole animation up.(Hand goes through table etc.) Character keeps its hand on the table, while its upper body moves.
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