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		<title><![CDATA[Maratis forum - Ideal rig for maratis from blender?]]></title>
		<link>http://forum.maratis3d.com/viewtopic.php?id=572</link>
		<description><![CDATA[The most recent posts in Ideal rig for maratis from blender?.]]></description>
		<lastBuildDate>Wed, 21 Aug 2013 12:09:56 +0000</lastBuildDate>
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			<title><![CDATA[Re: Ideal rig for maratis from blender?]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=4690#p4690</link>
			<description><![CDATA[<p>Drivers and constraints (including IK) work perfectly fine.</p><p>I&#039;m currently modifying the Blender export addon so that we can optionaly skip the &quot;control&quot; bones (all bones that are not part of the main basic armature) at export. And It works perfectly either.</p><p>Now I just have to make it more versatile, as it doesn&#039;t work if one bone of the main armature is parented to a skipped bone (I never use this kind of rigg, but some people do).</p>]]></description>
			<author><![CDATA[dummy@example.com (com3D)]]></author>
			<pubDate>Wed, 21 Aug 2013 12:09:56 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=4690#p4690</guid>
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			<title><![CDATA[Re: Ideal rig for maratis from blender?]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=4686#p4686</link>
			<description><![CDATA[<div class="quotebox"><cite>Crucio777 wrote:</cite><blockquote><p>drivers and constraints is it okay if we use them? i am sorry i really didnt understand what you said for ik, its used a lot in rigging ,so will ik rigs be fine for maratis 3d&nbsp; ? thank you though i understood a little what i need to do<br /> ill look into this more <br />please answer the above two questions,&nbsp; thank you!</p></blockquote></div><p>I actually just finished an IK rig. I am going to throw a little animation on it and see if I can get it into Maratis. Then I am going to report back.</p><p>EDIT: IK rigs WORK JUST FINE!! It seems as long as the drivers are moving the armature (as the armature itself has to be the thing animated) it will work. </p><p>However, I keyframed the IK bone, which is part of my rig. I don&#039;t know if I can keyframe the driver and still get it to work. I just learned how to rig today, so I am not good with drivers and such things. </p><p>Now... If only I can create a decent animation. hehe.</p>]]></description>
			<author><![CDATA[dummy@example.com (Tutorial Doctor)]]></author>
			<pubDate>Wed, 21 Aug 2013 07:12:11 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=4686#p4686</guid>
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			<title><![CDATA[Re: Ideal rig for maratis from blender?]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=3591#p3591</link>
			<description><![CDATA[<p>I&#039;m not 100% sure because I never tested drivers and constraints.</p><p>I think it should be ok because the exporter just bake all frames, but I&#039;ll suggest you do a little test using an armature with constraints to check if it works with the exporter.</p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Sat, 26 Jan 2013 23:46:22 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=3591#p3591</guid>
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			<title><![CDATA[Re: Ideal rig for maratis from blender?]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=3589#p3589</link>
			<description><![CDATA[<p>drivers and constraints is it okay if we use them? i am sorry i really didnt understand what you said for ik, its used a lot in rigging ,so will ik rigs be fine for maratis 3d&nbsp; ? thank you though i understood a little what i need to do<br /> ill look into this more <br />please answer the above two questions,&nbsp; thank you!</p>]]></description>
			<author><![CDATA[dummy@example.com (Crucio777)]]></author>
			<pubDate>Sat, 26 Jan 2013 20:19:05 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=3589#p3589</guid>
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			<title><![CDATA[Re: Ideal rig for maratis from blender?]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=3582#p3582</link>
			<description><![CDATA[<p>Hi,</p><p>the main thing is to be sure the skinning is using vertex groups and not envelopes,<br />for the rig itself, try to keep the armature simple (keep in mind that it will be realtime in your game).</p><p>I&#039;m not sure about the use of inverse-kinematic, but normally it should not be too restrictive because the animation keys are baked by the exporter.</p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Sat, 26 Jan 2013 13:53:12 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=3582#p3582</guid>
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			<title><![CDATA[Ideal rig for maratis from blender?]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=3581#p3581</link>
			<description><![CDATA[<p>What would be an ideal rig for maratis 3d , i just learned that cookie flex rig cannot be used for game engines that got me thinking that even rigs have to be designed to match game engines (before i only thought i had to take care of poly and now this) <br />Anyway i have also heard morphs (i dont even know what morphs are )doesn&#039;t work for unity , So recently i have started learn rigging (got this dvd from blender foundation humane rigging quite good!) and then i will eventually learn animation , before animation i would like to design best rigs possible for game engines and especially maratis because i plan to use it for my game this year </p><p>Long story short :<br />So What will be the &quot;Best&quot; rig for Maratis ? any bone limitations for 1 rig Any info on this will be appreciated <br />Thank you for reading</p>]]></description>
			<author><![CDATA[dummy@example.com (Crucio777)]]></author>
			<pubDate>Sat, 26 Jan 2013 11:35:18 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=3581#p3581</guid>
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