Lamoot a rigify system is inherently flawed to use because its tailored for use in blender not for exporting for games which can have there own set of rules and limitations
Julius An IK shoulder doesn't make much sense because the shoulder is animated in only some instances and I don't think it moves around that much
All connected bones DO get exported if they are parent/child to a skinned bone,that's the problem
The idea with the shoulder is that the arm is limited to the neck level so to go above your head you have to use your shoulder
Now that I look at it the arm hierarchy is kind bad,the shoulder thing that acts like a target would be better replaced with an actual target(like the leg)
And the arm IK needs some constrains so as to not go above the neck without the shoulder
Also it might be a good idea to add a hand target to the ik,not sure how though
A copy/rot rig is very important,first you are absolutely sure what gets sent to the gpu cause there absolutely no helper bones at all,every bone is skinned
Second you can make it as compatible on all platforms as your not limited to only one,you can easily make a totally connected rig for Pompei2 (which I just realize you have too because otherwise the fingers cannot be connected to the arm) and a disconnected but without the palm bones(which on gpu needs as less bones as possible) for me so as to have maximum compatibly(which is the point for an unified rig)
BUT depending on the total amount of bones we will have for the connected one we might just go with that
Also you can use the copy pos/rot as an fk which you can switch which is why animators use 3 septate hierarchies fk ik and the blend, but we might be able to just use the copy pos/rot for the blend
Also there is a difference between confusing the users and making there life hell
This rig is not for fools who just started playing with blender and want a simple rig to play with, this is a rig especially tailored for games,this is our priority,giving them all they need to easily export there rigs into there game engines as well as making the animators life easy is a must
FK is an absolute must,don't limit the animators!
Besides you already going to set up a copy rot/pos for the exported so use that as FK
for switch look a at this tutorial http://www.youtube.com/watch?v=S8IsnFG9NUU
With this setup you can even add limit rotation on full influenced IK
Lamoot a rigify system is inherently flawed to use because its tailored for use in blender not for exporting for games which can have there own set of rules and limitations
Julius An IK shoulder doesn't make much sense because the shoulder is animated in only some instances and I don't think it moves around that much
You don't have to use IK on sholder
The shape of a SD head
http://www.3dm3.com/forum/f24/3d-anime-head-wip-7002/
Ref
http://ayez.fazuu.net/skidmarks/?paged=6
Musculature of body
http://community.livejournal.com/artjen/12814.html
Best suggestion is to find a manga with the proportions your looking for
I don't think thats why there using it
Anyways do switch to elbow because we do need a sholder
The face is not anime
To see if the head is the problem you can try to get my head from here
http://opengameart.org/content/body-anime-female
And test it on your mesh and see if thats the problem
All connected bones DO get exported if they are parent/child to a skinned bone,that's the problem
The idea with the shoulder is that the arm is limited to the neck level so to go above your head you have to use your shoulder
Now that I look at it the arm hierarchy is kind bad,the shoulder thing that acts like a target would be better replaced with an actual target(like the leg)
And the arm IK needs some constrains so as to not go above the neck without the shoulder
Pelvis is hierarchical so its exported to the gpu,so is the palm bones
Any bone that is parent or child to a skinned bone gets exported
I'm not really sure exactly how gpu skinning works but thats my current understanding
For sholders just connect them to the spine, on a spine bone lower then the arm and it should be fine
For hand something like this? from what i have seen in your rig the hand is just bones
http://www.youtube.com/watch?v=wkzK2CYx9RA
Also it might be a good idea to add a hand target to the ik,not sure how though
A copy/rot rig is very important,first you are absolutely sure what gets sent to the gpu cause there absolutely no helper bones at all,every bone is skinned
Second you can make it as compatible on all platforms as your not limited to only one,you can easily make a totally connected rig for Pompei2 (which I just realize you have too because otherwise the fingers cannot be connected to the arm) and a disconnected but without the palm bones(which on gpu needs as less bones as possible) for me so as to have maximum compatibly(which is the point for an unified rig)
BUT depending on the total amount of bones we will have for the connected one we might just go with that
Also you can use the copy pos/rot as an fk which you can switch which is why animators use 3 septate hierarchies fk ik and the blend, but we might be able to just use the copy pos/rot for the blend
Also there is a difference between confusing the users and making there life hell
This rig is not for fools who just started playing with blender and want a simple rig to play with, this is a rig especially tailored for games,this is our priority,giving them all they need to easily export there rigs into there game engines as well as making the animators life easy is a must
My recomandation is to remove all palm bones as they are simply a waste
You also absolutely need shoulders,they are a must!
The pelvis bone doesn't make much sense better use the first spine as root if you can
It would be nice if we have no disconnected bones on the main hierarchy(pelvis) like Pompei2 said to have maximum compabilty
Also I;m not sure how useful the foot tumble is but I would prefer to not limit the animators
Other then that rig the hand and make a FK switch and your done
Oh ok was wondering that something like that was happening
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