Well, I’m trying to learn how to “merge” several parts of a body (head, body, hands, legs, etc) in a generic rig animation.
Let me explain better what I have and what I wanna to do.
First of all, I have several animations clips with a dummy human skeleton, every clip is a different animation.
Then I have more models (meshs) with parts of a human, like head, hands, etc…
If I try to attach the animation clips directly to the body parts, it really works as expected (deform meshs)…
But I have a character made of 3 parts, then I will need 3 skinned meshs + 3 animation controllers, this don’t sound as a solution to me.
Now I’m trying to create a dummy/empty object with the rig, attach the animation to this object and then attach all the parts of the body.
I already did all that, but when the “dummy body” is animated he don’t deform the meshs, they just move and rotate, but don’t deform, also they are rotated.
What is wrong? It’s the model? It’s the animation? It’s the root bone? bind pose?
I already tried everything and I really don’t know where is the problem, some one can help me?
If you guys need more information, just say and I will try to explain better.
PS: The assets are from a SMD model I converted on 3DS and exported to FBX, maybe is that?