Hi KE

Quote Originally Posted by KnightErrant
Hi Bwian and GrumpyOldMan,

Sorry about the flu; have to keep remembering the plague runs
a half year off in Australia. This question isn't a "will this help"
question but more a "for more own knowledge" question. What is
the purpose of CA's weapons and shield bones? I just followed
what was in the mesh files but you had your own weapon bones
and shield nones for that. I do remember Caliban warning that it
wasn't a good idea to animate the extra weapon/shield bones because
you got bad animations and this seems to exemplify that; but do you have
a reason for it?

For animations I've ignored them as bones that don't need to be
dealt with but with the problems being reported I do wonder if
I'm totally wrong about that.

Just somewhat perplexed, but that is my usual state....

KE
My guess is that at one point CA were going to provide animated weapons, bows, banners on lances, flails etc, but this got put into the too hard basket - rotation and synchronisation probably the culprits. Each weapon has it's own skeleton with pelvis, R(or L)hand and either one or two bones for the weapon. When the figure is moved to the next frame, the animation matrices are calculated for the basic figure - the animation matrix is extracted for the hand and applied to the same named bone in the weapon skeleton, a further matrix for the weapon bone is calculated and applied to the weapon vertices/faces. Maybe they'll use animated weapons in the new project they're announcing at Leipzig

Cheers

GrumpyOldMan