How does the root joint work with a custom skeleton?
Hello everyone I am stuck with a rigging issue. I need to make a few custom rigs and I am trying to understand the relation of the root bone (0,0,0) to the rig. I know the pelvic joint needs to be attached and I can see the wrist joints to the hand also attached (parented). I am used to making rigs for animated productions with Maya so what I am asking is best practices for using the root in relation to the rig and how it should be hooked up?
Do I need to attach IK handles to it as well?
asked Jul 05 '15 at 10:08 PM in Using UE4
FWIW, what you are seeing on the rigs is not exactly the wrist bone. There are essentially 2 wrist bones -- one that is within the hierarchy (shoulder>elbow>wrist) and the other that is off of the root (root>wrist_ik).
It's more efficient to use an IK that has a 'shorter' path to the end bone, rather than having to calculate it all the way through the skeleton (root>hips>spine1>spine2> etc... > wrist) to calculate it.
But! Unless you need to actually use IK in your game you can ignore this. It's generally a good idea to include the IK bones in the skeleton in case you might need to use them later, though. (you never know and they're cheap to keep around)
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