yep last challenge is to learn how to edit righ weights per bone per vertex so that the bag of the avatar does not twist like that when he is doing walk animation.
i think eventually i might need to generate some nonbag model first to than add bone for bag and then attach to there in unreal so that bag does not twist during animation cycle.
if i knew rigging, I would then be able to fix this without requiring this thought method. but currently vertex weight based rigging change etc is some topic I have yet no knowledge of. I think better I should attach the bag in unreal engine side (and regenerate the avatar without any backpack)
hmm today i couldnt very study much since we attended a social event today. (since mom prepared it, it were like inviting relatives/neighbours at 5pm some social gathering etc whom provided soup or borek during mom's knee replacement procedure healing time etc. so quite busy day it were. (of dish washing (since it were like 10 or 12 guests and mom prepared icli kofte which dishes do not fit to dishwasher since large trays etc.) then dishwasher also washed alot stuff but still day passed with mainly dishwashing due to this social event at our home today )
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