I have some questions regarding PhAT and biped rigs.
When using the “Twists feature”, if I don’t add a Physics Body, the vertex assigned to then doesn’t move…
On the other hand, if I do, I get an undesired behaviour, a body that doesn’t obbey the bone that I think that should “guide and constrain” the floating body behaviour…
I thought that I could “PhAT weld” the bodies to then behave as just one, but this procedure is not valid.
Also I could not “tweak” the hyerarchy on the body setup, since when analyzing the hierarchy trough a FBX-Export+Reimport that converts biped parts to bones we can notice that Twists internaly are just new hyerarchies binded in parallel to the “main one”.
So, since I can’t “child” the Forearm to two parents, I don’t know how to solve this.
1 - On the previous (UDK) SkeletalMeshes pipeline I’ve seen Epic artists using an “overlapped” bone rig above a Biped rig, is this technique described somewhere?
2 - Can I use different skeletons to the same mesh (if I keep the same bone names) to Animations and Physics?
3 - Could PhAT get a way to weld “parallel hyerarched” bones, some sort of “bind to brother”…
4 - Better forget about Biped and do a “crude bone” rig with single hierarchy?