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Повідомити про проблему з перекладом
The skeleton (or armature) is the actual bones of a model, they are connected in a parent child chain from the root bone to the extremities (ie pelvis to spine to arm to hand to fingers) The pelvis is parent to the spine which is parent to the arm which is parent to the hand which is parent to the fingers. Rotating or moving a parent will rotate or move anything lower in the chain.
If you move instead of rotating a parent bone it will separate from the main skeleton it is not constrained to the skeletal structure.
the rig_bipeg_simple is a script that creates constrains on the bones so they move as a chain by moving only one bone. The control bone will move or rotate the bones that are identified in the script but will restrict the movement so that the last bone in the constraint chain does not separate from the skeltal structure.
So is there a way to (for a non-standard Valve model):
1. Create custom skeleton?
2. If a skeleton already exists, but does not have the IK rig script available, is there a way to apply it?
This discusses custom rigs if you have to build one. I find it doesn't really explain it clearly but I think it is pretty much the only thing out there right now. You may be able to find a you tube tut on it, but I haven't looked for one yet. https://developer.valvesoftware.com/wiki/SFM/Making_custom_rigs
Thanks for that link. I'll be sure to try it out.
The model I am using are some Elsa and Anna (Frozen) models from Facepunch's Disney Infinity thread:
http://facepunch.com/showthread.php?t=1347636&page=2
(the download is the post by 'Gamerman12' on 5 May 2014)
I think that the 'rig_biped_mixamo' option also comes with the download. However, I tried both that option, and 'rig_biped_simple', and neither option appeared to apply IK rigs to the models. Not too sure why that is.