I have some small expereinces with *.mel and I'm standing in front of some questions.
Lets take a rigged skeleton, which is animated using expressions, like the one we can find on this page in tutorials made by Federico Cascinelli.
I would like to move that character along a path. But all the the end effectors have counted the possition based to the world coordinates. ( So if I move the skeleton the end-effectors stays on their computed position )
? I think it's enough to add the skeletons center objects ( the object I will move on the path ) tx,ty,tz values to the expressions of the end-effector. Am I right?
? How is it with the rotation. Can I do the same thing? Cause I'm not sure. Or should I use transformation matrix over the whole thing? If Yes, how?
? Or do you have any other idea how can I solve this problem?
I'm not entirely sure which skeleton you're refering to, but I would guess it could be as simple as grouping all the animation controllers (end effectors, whatever) together under a transform, and then assigning that transform to the path. This way, the expressions still work in space relative to the new transform, and the transform itself is animated along the path.
So I did it as you told me to group it together, It seem to be working. BUT 2 of my 8 end efectors were transforming strange way, what can be the problem?