Peter told me about the FRW a few months ago. I made a character and animated it but after testing I went with HIK for that round of development testing (felt like I needed more support on FRW and didn't want to ask at that point). I was going to use HIK again for a few reasons when I decided that FRW was so much better for animation that I'll give it another go. Here's some issue or help I need.
- The thumb rotation on IK hand "Bend" seemed 90 degrees off until I realized, also I how do we fine tune rotation axises in the process? Specifically the thumb, the rest seems fine. I tried to fix it in the template but that didn't see to do anything. Even the finger controls of the thumb are locked to the built in angle.
- I have a Character with 3 fingers, the setup seems to break if I remove the last finger from the template, so I just left the 4th finger outside un-rigged, but its kinda ugly.
- FBX set up only works for biped b/c the script add on the FBX setup at the end of the bi-ped process build. So the modularity of the script doesn't work "for games".
- I have a tail and wanted to add controls for that, seems like a spine, or arm setup of some sort would work. So make a template and run the script (non-FBX) but I don't know how to connect that to the whole setup even if it was FBX compliant.
- If I wanted to add custom joints to the FBX bi-ped, say a tail, or a shoulder pad piece of armor, how do I build simple controls? Its obvious where to parent to the FBX rig. If I simply add the joints they get reference/un-selectable b/c the top group refrences all below. My guess is point orient constraint reparent those node under constraints. Then parent the controls under the group node in the hierarchy that matches the joint. (this is probably ok but when I tell peter these things he says "yes but its easier to do x,y,z, and in this case you do parent constraint, and under the head seems special case again, or there's a tool for this)
- Whats the difference between body control and pelvic control?
Overall its a great rig, just not user friendly (yet) in the build process. I think a tutorial where you quick rig a character, not paint weights but just go through the process might be helpful. Maybe add a tail b/c its simple and easy custom rig to add... and sure it specifically helps me 😃 or add 2 extra legs or arms to make it harder? Whatever it will be very enlightening to see the process, specifically for FBX, which the script doesn't want to do haha. Thanks for the script and any help!