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Model Skeleton?


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#1
Church0071

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Hi everyone! I hope this is the right place to post this, sorry if it's not...I am fairly new to the whole modding scene and I have just begun my first experimental project -trying to get the hang of everything and all- a tunic and pants outfit for a female elf character model (not very adventurous, I know! lol). I have been using Blender to make the mesh and UV map it which has worked really well so far. The only problem I have run into is bone weighting. NewByPower’s tools only import the .msh file and from what I have come to understand, the skeleton is not stored in the .msh file but rather in the .mmh file (which so far cannot be imported into Blender). I know you can copy the bone weights of other imported .msh files across to your model (by making your model an .obj file) BUT the bone weights produce wonky effects on my edited mesh and there is no real way to edit it properly because there is no skeleton.

SO I downloaded a free trial of 3ds max. I used Tazpn’s command line tools (many thanks to Tazpn! =D) to change the .mmh file to an .fbx file and I imported this into max. Was this the right procedure? Because I can’t seem to bring up the skeleton or see the Bone Weightings of my model in 3ds max. I used the viewer in Tazpn’s tools to look at my .fbx file and I’m assuming the red lines are the skeleton so I know it’s there. I’m just wonder if anyone knows the way to get to (as in view and select) the skeleton and maybe even it’s bone weightings (if that’s what they’re called in 3ds max)? Any help on this would be greatly appreciated. =D And I’m sorry if this is a totally newby or obvious question, I’ve done some searching and come up with nothing, so that’s why I’m bothering you all lol. Posted Image

#2
Pineappletree

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The bones are all hidden by default, try right click -> "unhide all" or take a look at the layer organisation and unhide them from there. Most probably you'll get a pretty big bubble of bone gizmos as they are all resized to a 1x1x1 m format at import (at least for me that's the case) So if you want to get a clearer view you will have to resize them all manually (there are only around 130 of them :D )



The bone weightings are handled by the modifier "skin" in 3dsmax. Take a look at the "modify" tab in the command panel (usually to the right) when you have the model selected. With "edit envelopes" you can see and edit the actual weightings.

#3
EJ42

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Nevermind

Modifié par EJ42, 28 janvier 2010 - 12:18 .


#4
Church0071

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Ok thanks, FdL_Ananas! I'm trying out a variety of ways to see which get the best results.