#3d #gamedev #fail
so i thought i was so cool, managed to retarget an absolute mess of fbx animations so that i could modify them / control the bones with rigify , i even use a driver to control the influence of rigify on the fbx armature, unfortunately fractional influence does this, thinking i will need potentially another solution to do actual fractional influence , most likely will just use this to bake completely new animations and not modify existing :(
just trying to think out loud here :
* using a copy transform to an empty that controls the bone position , this "breaks" the fbx armature heirarchy on purpose because its heirarchy is incompatible with rigify or any sane person's concept of how a rig should work .. but how would you respect the fbx armature parenting relationship while at the same time using rigify to modify the mocap armature actions???
probably will just have to toggle between influences and manually pose rigify to match up to the old mocap data and then once i have keyframes working on the rigify armature *then* i can modify that and bake new animations from *that* *cry*
prsm.space the yogurt of dream frenz