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Hash, Inc. - Animation:Master

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Posted

When I specified a biped skeleton for my model, the setup machine used three bones for the bicep. Why is that so? My model's arm went all over the place with that many bones in the arm.

 

Same thing with the legs. Two bones for the thigh, two for the lower leg??? Please, someone explain why this is, and how do I make both move as one. Why not just one to begin with?

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Posted
When I specified a biped skeleton for my model, the setup machine used three bones for the bicep.  Why is that so?
I'm guessing one of three bones you're seeing as bicep bones is really the shoulder bone.
My model's arm went all over the place with that many bones in the arm.
Why are you trying to move those bones? If you can see those bones, it means you haven't finished using TSM. You attach CPs to those bones. You don't animate them, except maybe one at a time to test out smartskinning or fan boning you've added. (Tip, don't ever try to do IK dragging on bones that aren't rigged. Use the otate manipulator and you can make a whole arm or leg move as one)

After you run TSM Rigger those extra bones become invisible and are replaced by single visible control bones.

 

Same thing with the legs.  Two bones for the thigh, two for the lower leg???  Please, someone explain why this is, and how do I make both move as one.  Why not just one to begin with?

The extra bones make possible stretchy arms and legs.

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