The 3rd thing that's driving me nuts is that loading a running, dying, =
type biped onto my gun-holding biped mesh-
  The gun won't stay in the mesh's hand. I've tried IK 'bind' =
orientation, position, no luck.
 
Once again, this works for some meshes, but not the one
I'm working on now. I should add that the gun is physiqued to a 'bone2',
both of which are linked to 'bone1' which is linked to BIP01 right
hand. On page ______of the manual it says link the gun to the
biped if your'e doing a game, don't mess with this IK blend stuff.
 
 
You can attach those extra objects to your .bip but not with bones
inside of them.  Animate the gun, and do the facial animation with
independent objects that are not deformed by biped or physique. Set up a
simple parenting relationship between the actual head and the biped head
(remember, don't use physique) then between the actual gun and the biped
thigh or pelvis (again, don't use physique for this).  The problem isn't
so much with biped, as it is with physique.
 

 
So I'm wondering if the 2 physiques/with bones thing is messing it up. The lips move O.K. I'm just
copying the example actor from Genesis 3d game engine, and the lip thing from the half-life modeling SDK,
I don't think these engines allow much divergence..
I'll stick him on my page at http://www.northlink.com/~hike1/spector.zip  
in about an hour.
Hosted by www.Geocities.ws

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