Skin Elements
#1
Posté 10 novembre 2010 - 03:38
The problem this time is trying to figure out what method was used in DA models when it comes to setting specific skin elements to only certain verts. Normally I work with Maya, so its been... interesting re-figuring out how to use Max, and as such I have no idea if the problems I am having are with the imported DA rig (because the arms are not more straight out), a button I am not pressing in Max, or something else entirely. I also can't be the only one who has ever tried to get something custom into the game, so would love to know how it is they did it.
Example:
#1. Heavily edited basic robe model, nothing special. Was aiming more for something that would fit into the game.
http://i221.photobuc...l Artwork/1.jpg
#2. Yet, when I move certain bones, in this case the right shoulder, certain verts that shouldn't be moving decided to do so.
http://i221.photobuc...l Artwork/2.jpg
#3. Which is typical and easily fixed.
http://i221.photobuc...l Artwork/3.jpg
http://i221.photobuc...l Artwork/4.jpg
http://i221.photobuc...l Artwork/5.jpg
http://i221.photobuc...l Artwork/6.jpg
#4. Yet, once I move on to fix the other elements, the right shoulder resets. Doesn't seem to matter if I save right after editing the right shoulder, reload, then edit other skin elements. It always resets.
http://i221.photobuc...l Artwork/8.jpg
So, how have other modders been able to make the skin element fixes stay?
#2
Posté 10 novembre 2010 - 05:10
ChickenDownUnder wrote...
#4. Yet, once I move on to fix the other elements, the right shoulder resets.
This "fix the other elements" means you are editing the mesh going into the editable poly modifier and changing the number of vertices? Or just in the skin modifier?
Eons ago, when I modded for Kotor, I had a problem that if I changed the number of vertices the skin modifier kind of reseted itself, not for all the vertices but a few, enough to drive me crazy. Since I prefer using Blender than Max, and we have a Blender plugin for DA models, now I just use Max for rig and animation. And I haven't this problem just messing around with the skin modifier, but I never use the envelops I always set the weight for each vertex.
So not sure how to help you.
Ah! Nice model btw!
Edit: Do you know that the weight is normalized, right? It means if the vertex has only one bone assigned to it, no matter how many times you remove the weight it will put it back to 1. And if you have two bones assigned to one vertex the sum of the weight from both bones will always be 1 for this vertex.
Modifié par alschemid, 10 novembre 2010 - 08:49 .
#3
Posté 11 novembre 2010 - 03:07
Just the skin modifier. Though instead of just adjusting the size of the rings around each bone under skin parameters, I'm manually setting each vert that is affected via envelop properties. Usually much more reliable than just messing with the rings.alschemid wrote...
ChickenDownUnder wrote...
#4. Yet, once I move on to fix the other elements, the right shoulder resets.
This "fix the other elements" means you are editing the mesh going into the editable poly modifier and changing the number of vertices? Or just in the skin modifier?
Eons ago, when I modded for Kotor, I had a problem that if I changed the number of vertices the skin modifier kind of reseted itself, not for all the vertices but a few, enough to drive me crazy. Since I prefer using Blender than Max, and we have a Blender plugin for DA models, now I just use Max for rig and animation. And I haven't this problem just messing around with the skin modifier, but I never use the envelops I always set the weight for each vertex.
So not sure how to help you.
A reason to teach myself how to use Blender if I ever heard of one.
Ah! Nice model btw!
Edit: Do you know that the weight is normalized, right? It means if the vertex has only one bone assigned to it, no matter how many times you remove the weight it will put it back to 1. And if you have two bones assigned to one vertex the sum of the weight from both bones will always be 1 for this vertex.![]()
Thanks! Still an early alpha version, though. Still need to adjust a couple things, but the elements not behaving how I want is the biggest problem.
And yeah, to get around that I just uncheck normalize, unassign/reassign the affected verts to various bones, then normalize it again. Which looks and acts nice until it all inexplicably resets itself... but you did give me an idea of what could be wrong.





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