I have 28 animated bones (the ones that are supposed to affect the mesh vertices and that should have animation channels associated with themselves) and 29 bones in the skeleton (i.e. 28+a bone called COG), nothing strange.
BUT ! The one named COG (center of gravity) is not supposed to be animated as is not in the list of the animated ones, however why when I export the animation channels I can still find channels associated with the joint/bone COG ???
I know that COG bones are like pivot or something like that ... maybe there is something related to that concept that justifies the fact that that bone has to have animation channels ? ... If yes and if it's not affecting any of the mesh vertices, why should be animated ?
To summarize the exporter says:
- 28 Animated bones that affect the mesh (COG bone is not present, therefore is not supposed to be animated
- 29 Bones in the skeleton, with one of them being the center of gravity (hence its name "COG")
If the bone COG can have animation channels as well then that is in contrast with the fact that only animated bones can have animation channels associated with them.
One last note: COG bone is also the root of the skeleton hierarchy.
Could someone shed some light on this :mellow: ?
Thanks a lot in advance