i spent last night learning to build a pigeon skeleton and skin the mesh goliathvt gave me to it. first time, so it was rough, but i have what i will consider a "placeholder" flight animation and will continue to work on more of them.
i have a couple of noob questions about building animations and file managment.
do you save a rigged version as say pigeon_base and each time you create an animation you save as something else, say pigeon_fly and pigeon_walk? using pigeon_base as the start for each file?
also, if you feel the need to go back and update the mesh you would then have to do it individually in each mb file right?
one more, if you build your skeleton, freeze transformations, skin it, then want to go back to the skeleton and change joint constraints will it cause problems when exporting? can or should you refreeze transformations after modifying the skeleton.
i know these are modeling and animation questions and there is a forum just for that, but i had hoped to make this thread a complete documentation on how the pigeons are build, modeling, animation, ai, etc.