Face bone - how?
Hi, I'm trying to use Kyle's root.xsi shipped with the jk2 SDK to do some animating / weighting in Softimage Mod Tool. Problem is, there's no face bone in it, but the _humanoid.gla clearly uses it. So I wanted to add it myself, but I'm not completely certain how it's supposed to be in order to a) make new animations work with the existing weighted models, and b) make the old animations work with new models weighted to the modified skeleton.
From what I can see in Modiew it seems the face bone is rooted at the cranium and has the same orientation and starting point as it; that would imply the cranium's length is zero, wouldn't it? But at the same time in the root.xsi the cranium has length 4 and the face bone just isn't there. Now there a two possibilities that I can think of, and I'm not sure which way to go:
1.) cranium's length = 4, face bone's length = 0 (virtually).
2.) cranium's length = 0, face bone's length = 4.
Can anyone shed some light on the matter? Thanks.
Last edited by nizwiz; 05-10-2009 at 05:30 AM.