2011-06-15, 01:39 AM
Technically, you don't have to reverse the skeleton, you have to reverse the order the bones are linked together. It would have to look like the attached picture (I staggered the bone triangles in the picture so you could see the 'link lines' separately- they should actually be straight). You could animate an arm swing with this skeleton, but the arm would "tear itself apart" every time you move a bone. So you would have to manually realign each arm segment. The MQO sample I attached a couple posts above (reply#123 - ArmSamples.zip) has a rough skeleton setup this way.
The bone labeled 'root' would have no mesh attached and is just a 'tool' to keep the where it should be relative to the player.
AirFlamesRed cold answer about join/smoothing better than me, but Meta has a 'join vertices' option under 'object' as well as the loosely related 'reduce polygons'. For smoothing options, there's 'object > mesh smoothing' or right click on the object name and check one of the patches. I've gotten some interesting effects by applying the Catmull-Clark smoothing then reducing polygons.
The bone labeled 'root' would have no mesh attached and is just a 'tool' to keep the where it should be relative to the player.
AirFlamesRed cold answer about join/smoothing better than me, but Meta has a 'join vertices' option under 'object' as well as the loosely related 'reduce polygons'. For smoothing options, there's 'object > mesh smoothing' or right click on the object name and check one of the patches. I've gotten some interesting effects by applying the Catmull-Clark smoothing then reducing polygons.