Hail Tech Artists,
My current challenge is to export the animation from a quadruped rig, likely with a broken hierarachy, for use on a contigious (or unbroken), joint skeleton, which will be used in Massive (requires an unbroken joint chain).
I’ve experimented with zooToolBox XferAnim function which looks very promising and so far has enabled me to copy some animation from a test skeleton to an identical, one that I’ve rebuilt into a single hierarchy, however, thus far, a fes joint orientations have always end up misaligned.
I tried building a new skeleton, snapping on top of the test joints but couldn’t figure out the right constraints to facilitate baking out the rotations of the new skeleton.
Ideally I’m envisioning a script that will duplicate all the bones in my broken hierarchy ‘animation rig’, constrain them to the originals, allow some reparenting work to establish a contigious joint chain then I can bake out animation to a second, unconstrained, duplicate whenever I want and export that into Massive.
Any suggestions?
Hazy