YuJuJo wrote:
1: If I rename the joints on the G2 Female skeleton to match the joints on the XSP rig, will the rig still work?
Nope there is a few extra very important parts bound to the XSP rig
These are in the bonecoll? group and these control the colisions of the character
so those would need to be bound to the new skeleton
You would also need to have the exact same amount of bones and the names
I thought of doing it that way but it just seamed harder then riging it
YuJuJo wrote:
2: My other experiment would be to constrain the G2 female skeleton to the XSP rig with the female mesh weighted to the G2 female rig and the XSP rig controlling the G2Female rig. What are your thoughts on this before I waste time.
Pretty sure this wont work since the mesh needs to be bound to the XSP rig
I'm guessing the filemaker will say no
YuJuJo wrote:
3: Are the shaders that populate my Hypershade needed for collision/ dynamics etc...? I am hanging onto them in my scene in case I need to apply them to my character model. It's difficult to tell from your tutorial. If so, which shaders NEED to be applied to the mesh/ collision mesh?
all the shaders in the body.ma are used for something
AA_bcol's are used for the bone collisions and not to sure if the colors mean anything or if they are just used as visual thing
body eyes and face are the mesh ones
AA_mucus is referenced in the body.ini
AA_skins are used on the skin collision
what the 2 colors mean is in the PDF
YuJuJo wrote:
4: What is the correct scale for XSP? I imported the Bob/body.ma to get the skeleton and necessary assets for an XSP character. Is this the scale that I should be referencing? (Sorry if this should be obvious)
Yea the skeleton in the body.ma is about the right scale but it depends on the character you want to add best way is just bind the mesh to the skeleton and have a look in the test scene until its the size you want F6 to use the dev camera