I was wondering how one can attribute various animations to a set of body parts without geomerging them to separately, and attaching each to individual bones.
example 1: geomerging a left arm (to upper left arm bone) to a torso (chest_bone) and right arm (to upper left arm bone). In this instance the parts work together side by side but aren't attached and will separate when extended in certain anims
example 2: somehow assign anims to a torso with two upper arms already attached. The end would result in cooperative movement, but when extended, the skin moves with and the parts do not separate.
Example 1 is my method, really the only that i know, and is obviously flawed. I was wondering how one would accomplish example 2, because i have seen it done.
Make sure all the geoset pieces are in the same geoset and then make new faces using a vertex from the body and the arms, so there's a midpoint between them
For something to be joined to something else, it has to be in the same geoset. Then you simple make a face between the verticies of each section, making a nice thing that is between them
There's a merge geoset function in Vertex Modifier that sometimes works. For obvious reasons, if something uses a different skin it can't be in the same geoset
I don't exactly understand what you mean (or how you'd go about) "making a face"
grrr
okay...what always seems to happen is happening(which is probably cuz i'm doing something wrong- and i don't know what) Whenever i use the merge geoset function in the Vertex modifyer (lets say an arm in 3 parts-upper, mid, and hand) whenever i put them together there, i get a dead limb that doesn't move with the rest of the model....