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View Full Version : Curves for Joint Compensation And Muscleflexing



CB_3D
03-11-2005, 06:00 AM
They could be based on the angle of the bone. And since they would be so configurable it would be nice to be able to layer more than one compensation on the top of the other. The same for Muscleflexing. And only "Parental is a bit limited, letīs have a pulldown where we can choose bones to flex.


PS:While we are at it...Just give us perfect skinning and iīll be happy. (Yep,i know most workarounds like Smartskinning and Weighting...i meant PERFECT)
The basic LW skinning is very good and intuitive compared to other proggies,but if you want it perfect you hit the wall at 80%.