Thanks for the explanation, but it would be great, if you add the situation, when the mesh is in an A Pose, cause most realistic models are prefered here, cause of the anatomical situation. If the arm is rotated more than 30 degree from A Pose into T Pose, the position of the scapula and clavicle change. Its sure possible to still bind the mesh to the skeleton, but you have to move/rotate the joints back to the T Pose again, until you get the "ok" from HIK.
Wouldn't happen to know how to get out of stick view and get to the classic bone/joint view you have in this video would you? Can't seem to find a straight answer anywhere and can't find any setting going from stick to diamond.
Hi, I need help :s I use the human IK and when I try to rotate it is just kind of blocked... like... it moves like 0.0001 pixel and then it doesn't rotate anymore. Any help will be appreciated
Thanks for this tutorial! but I get stuck at the first part. When I have to scale the skeleton. just do some like inflate skale but dont change the size :(