I’m trying to build a Game ready rig, more specially a rig with a skeleton for unreal engine. I want to try and reduce the number of bones to the min possible without getting bad deformation.
It’s really nice that I can reduce the roll bones in both arms and legs (thanks for this update :D) but shifter still adds a “leg_R0_end_jnt”, “arm_R0_end_jnt” to the end of the Legs and Arms.
As a workaround I parented the foot joint to the leg and removed the *_end_jnt, and it works…I haven’t done much testing yet but looks like it works. Is this the correct way to do it?
But this made me wonder (fyi, I’m a animation with basic rigging skill).
Why are these extra joints there?
…only to help skinning deformation?
…for FK/IK switching?
It would be nice if there was a option on the settings of the component to remove it (like there is for roll joints)