Beastmaster & BoneArray
I’ve watched the deer move through the woods and seen how its joints flex in a perfect rhythm. Makes me wonder—what’s the best way to build a bone hierarchy that feels as natural as a living animal?
Start with a clean root at the pelvis, then lay out spine segments as separate bones, each a child of the previous. Keep the hierarchy in one straight line so each bone’s transform is purely a function of its parent. Name them systematically – spine_01, spine_02, … – so you never waste time guessing. Don’t forget to lock the rotation order to XYZ; it prevents that annoying flip‑flop. Use quaternion interpolation for the joints; it gives the smooth, continuous twist you’ll get from a real deer. Finally, test the rig with a quick walk cycle – if any bone’s axis feels off, rebuild it, not your entire chain.
Sounds solid, but make sure you give each bone a small weight to the mesh so the stretch feels right, just like how a deer’s spine flexes when it runs. That way the movement will look natural.
Yeah, give each bone a tiny amount of weight so the mesh can bend like a real spine. Keep the weights gradual along the chain – it prevents that stiff kink you see when you over‑weight one joint. A quick gradient from the root to the tip will make the stretch feel natural without overcomplicating the paint.
Just keep an eye on how the mesh deforms as you test it. If it still looks off, tweak the weight a little and walk through another cycle—sometimes the smallest change can make the spine look like it’s actually breathing.