atmuc (8/30/2017)
but0fc0ursee,
Nothing.
Before i write my scripts in Unity, i want to be sure that it will work for all Reallusion Characters. That may be happened; there may different skeleton setups and iClone auto map all. if you all say there is unique skeleton setup, i am happy that my script will work with all.Ok.... I think I understand now...
Note:
Various CC versions has been released. Some of "Those" bones DO have different naming conventions.
~ Some say... Beta, while others don't.
~ This will disturb your scripting.
But...
If you export using the "Latest Version".... only (1) skeleton is used, therefore all of the bones will be named the same.
...until a new beta comes along.
_____________________________________________________________________________
Just a suggestion:
I avoid this problem by using (1 Humanoid) Template Rig for each Game Engine.
~ I use ONLY 3ds Max bones.
Now it doesn't matter how the bone names change.... My Template will ALWAYS export to the Game Engine smoothly.
Extra Work... but saves a ton of headaches.
Tip:
It's easier than you may think.
Reallusion CC characters are already skinned.
~ Simply Save the skin and apply it to
MAYA Bones.
~ Use Your Maya Human-IK Bone Naming Convention.
;)Poof!
:cool:
Create a Rig Template (One Time)... and use it forever.
No more surprises.:)