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Thanks for the reply. I know I can seperate the mesh into two but thats sort of behind in todays market.




One mesh, but two seperate animations. One animation that moves the upper body bones (leaves the leg bones alone), and another that moves the leg bones. Then you set each one independently.

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As long as I can modify the bones rotation while still having the keyframes effect it i'm happy (I don't mind doing the math). That way I can achive a huge amount of animations that will blend seamlessly.




Yes, the first way I described it should work that way.

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Just to be clear if I add 10deg to a bone does it add it to its current rotation that is set by the keyframes or would the keyframes stop effecting the bone all together?




Yes, the manual states that all bone updates are relative to their current positions, and if you need to do absoulte move/scale/rotate, then you need to reset the bones, and apply then.

There are a few bones demos out there to show you how it works. One, if I remember correctly, had a person walking, and you could move the head around with the mouse. Not sure if it used angles or seperate keyframes though.


Never argue with an idiot. They drag you down to their level then beat you with experience