2011-06-11, 01:44 AM
Quote:I'd seen that mirror tag with the square brackets but I don't really see any advantages to it beyond saving you a mat in the material panel.Thank you for that extra info- You're good at figuring this stuff out! ;) My interest was mainly curiosity, but I do find the tag helpful if you build a skeleton using the "mirrored" patch. It just saves having to make a new material, apply it to the bone, and reverse the constraint values after you 'freeze' the skeletons other half.
If you mouse over a bone theres some info in the keynote panel. The id seems to be the 'first born', 'second born' etc. It also shows the Left and Right if the brackets are used.
Your constraints are good HwitVlf. Can I just ask why the bones are not joined?
The semicolon, you mentioned earlier is needed if for example C(........); H(.....); in the same mat. I guess its sort of end of command.
I didn't join the bones for a couple reasons- if you join the bones, the constraint values don't really work because a constrained bone just rotates its parent bone when it reaches the constraint boundary. Also, if the bones are separated, you can move them independently form their parent (Ctrl+E). Good for "falling apart" on death etc. I don't think joined bones can do that.
Your chain is quite neat! That extra little middle-bone almost makes an 'artificial physics' effect when you move the bottom link. SoM recognizes which direction the player approaches a model from- so you could make several bouncing-chain animations that change depending on which side the player examines it from.