How to prevent mesh shrinkage when rotating bones without?
Blender and other programs exchange mesh/armature-bones/basic material information/arbitrary object information (names/relative location/parenting/etc). Essentially bare minimum kind of stuff.
Why does armature move too much in Pose mode?
I start moving an individual bone, and the mesh moves two or three times as quickly. It doesn’t stick with the bones. The material I applied moves at yet a different rate. I’m working on really simple meshes created mostly in Edit Mode, because I want to use the UDK exporter, which doesn’t seem to like any changes made in Object Mode.
What happens when you move a bone in Blender?
Problem is (afaik) the animation isn’t exported, meaning you would have to re-animate the shape-key values elsewhere. Basically in Blender, you’d normally set drivers to the shape keys to change when you move a bone; the bone would be animated and the shape-key would animate with it.
Why does mesh move when more than one bone moves?
Each bone can be set to influence a set of vertices with a variable degree of “weight”. When more than one bone moves, all the influenced vertices are moved following the overall weights attributed to all parented bones of the armature.
Why does my mesh shrink when I rotate in Blender?
As some of the rotation animations arbitrarily made the mesh shrink, I had to select the “Preserve Volume” option in the armature modifier. However, I realized afterwards that Unity3D doesn’t recognize Blender’s “Preserve Volume” feature. While the model’s animations played fine in Blender, the shrinkage problem resurfaced in Unity3D.
How do you change the shape of a bone in Blender?
Basically in Blender, you’d normally set drivers to the shape keys to change when you move a bone; the bone would be animated and the shape-key would animate with it. This animation isn’t exported, so you would have to fix that (or manually animate them) in your other program.
Do you use the armature modifier on mesh?
Essentially bare minimum kind of stuff. Modifiers are not a bare minimum, including the armature modifier, which isn’t actually used, rather when it’s exported, the armature in it is only designated as the mesh’s armature (point is, the modifier and it’s settings aren’t used)