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Punkvstudio

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Viewing 2 posts - 1 through 2 (of 2 total)
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  • in reply to: Shapekeys #16486
    Punkvstudio
    Customer

    Hi Mikhail,

    In the end I’ve managed to use shapekeys only in the hand and keep the bones in the other asset, so it is altogether working for me. But it would be great if I didn’t have to create apply the hand’s armature as shapekeys altogther.

    in reply to: Shapekeys #16467
    Punkvstudio
    Customer

    Hi Mikhail,
    Before I send you the project I should ask another question. I had to turn to shapekeys because I had this hand animated with armature bones and it looked really bad in the browser, while with shapekeys it looks fine, you can compare both images attached. Is there a limitation with bone weights/vertex groups as well? I would be interested in fixing this if possible beforehand since translating everything into shapekeys doubles my work and I can’t edit animations anymore since the armature has to be applied as shapekey in the process.

    Along with the hand I have another asset (also animated with an armature and vertex groups/weights) that has to be armed onto the hand. The shapekey issue came when I applied this second asset’s armature into shapekeys as well… But now I am thinking perhaps I can keep this with bones and only apply the hand’s armature as shapekeys since it is the one that looks worst on the browser.

    Ideally, it would be great to do everything with the armatures and weights…

    Thanks.

Viewing 2 posts - 1 through 2 (of 2 total)