Question 1:
How does one create vector bone hands for a new character that captures the different views (i.e. hand flips, palm up, palm down etc.)? For example when applying a 3D motion with finger mocap the bone hands are able to flip around accordingly (see
here). This seems to suggest a different kind of template file with a special layer hierarchy that captures the different positions??
Question 2:
How do I create a separate bone hand asset that can be dragged and dropped onto any character as shown in the youtube tutorials (5:23 mark)?
I am in the process of creating new characters. I was able to create the character but there isn't a good tutorial for bone hands. I did read in the whitepaper documentation how to integrate a single bone had view into the template file, but its unclear how the hand flipping and different views work using the whitepaper workflow...
Thanks in advance!
JP
--UPDATES--
Answer 1:
I figured this one out. The hand flip comes from the layering of a single bonehand. The software is then clever and shows the under layers on the hand flip...for example, you could add a knuckle to the middle segment, and it will show on the hand flip. You would then need to create different bone hands for different angles if you so choose =)
Answer 2: