Add bones to the spine of an existing character rig?
Can a bone be inserted into a character rig? Not added to the end like a hand added to the arm but inserted in the middle like a new joint or two along the spine. I have a character with too few bones in the spine to properly animate its back arch and would like to add a joint. Can this be done in Umotion or would I have to go to a modeling software and re-rig, re-paint weights and re-animate all past animations on the character?
Answer
Hi Giantbean,
thank you very much for your support request.
Can this be done in Umotion or would I have to go to a modeling software and re-rig, re-paint weights and re-animate all past animations on the character?
UMotion does not support skinning (i.e. vertex weight painting). In order to insert a bone you need to use your modeling application of choice (like Blender, Maya, etc.).
If done correctly, you don't have to redo thew whole vertex weight painting. Only the vertex weights of the spine bones would need to be adjusted. Also the existing animations shouldn't be affected too much (the spine would be affected a bit due to the new bone being stiff/not animated in all existing animations and due to the other spine joints being at a different position than before).
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Customer support service by UserEcho
Hi Giantbean,
thank you very much for your support request.
UMotion does not support skinning (i.e. vertex weight painting). In order to insert a bone you need to use your modeling application of choice (like Blender, Maya, etc.).
If done correctly, you don't have to redo thew whole vertex weight painting. Only the vertex weights of the spine bones would need to be adjusted. Also the existing animations shouldn't be affected too much (the spine would be affected a bit due to the new bone being stiff/not animated in all existing animations and due to the other spine joints being at a different position than before).
Please let me know in case you have any follow-up questions.
Best regards,
Peter