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This bone system is meant to be extended and provides full functionaloty to parent and add child bones. When a bone is rotated, every bone that it is conected to is also roated and moved accordingly. A new feature recently implemented is some helper classes used for controlling the bones! (Since it can get a bit complicated when you have a character with a lot of limbs and you are trying to animate them all yourself) It uses a primitive form of Inverse Kinematics to make the limb movement seem real.
Move your mouse around and watch as the test creature follows you around!
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This scenario is a member of: Scenario showcase
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2010/10/19
2010/10/19
2010/10/19
2010/10/19
2010/10/24