27 Correctives

DOI: 10.1201/9781003263166-27

Introduction

If pushing weights, bone placement, and topology to their limits still doesn’t yield good results in areas like shoulders, elbows, and hips, additional “corrective” bones can be added if the budget permits.

Corrective bones are transformed based on a certain input parameter. This can be something like a change in a bone’s transformation, or the angular difference between two bones. This input is processed either directly by a constraint or using a driver which controls a bone’s transformation channel or the influence of a constraint.

To ensure consistent function in the game engine, we can either bake animation to all deformation bones, including correctives or set up correctives in ...

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