07-09-2024, 10:48 AM
(This post was last modified: 07-09-2024, 10:51 AM by danik9.
Edit Reason: bugged picture
)
This component will create a particle for every bone down its hierarchy in a recursive fashion -starting from the bone transform it has been added to, which will be referred to as itsĀ [b]root bone[/b]-, and rig them up using constraints. The bone that's furthest away from the root bone (measuring distances from each bone to the next) is known as theĀ [b]tip bone[/b].
Hello!
I'm experimenting with making a tree with obi bones. I want to put leaves as childs of some of the middle branches or main trunk, but they end up also 'rigged' as obi bones. I only want them as something visual.
Is there a way to 'tell' obi bone to not take some specific childs of the hierarchy and not rig them /ignore them?
Hello!
I'm experimenting with making a tree with obi bones. I want to put leaves as childs of some of the middle branches or main trunk, but they end up also 'rigged' as obi bones. I only want them as something visual.
Is there a way to 'tell' obi bone to not take some specific childs of the hierarchy and not rig them /ignore them?