Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography



Maxunderground news unavailable

bone mesh distortion
show user profile  JohnBoyMan
Hello. I am trying to build a robot animation. I was told that i should use just the pivot points alone to move it during and animation to avoid distortion of the mesh. The problem is that i am using an exporter called ogremax for ogre3d. It requires that my animations have bones. Is there a way to move a robot with bones that would not distort the mesh?thanks
read 361 times
10/4/2011 1:21:24 AM (last edit: 10/4/2011 1:21:24 AM)
show user profile  Mr_Stabby
the reason u were told not to bother with skinning a robot is because there is no point - solid meshes would just be weighted 100% to a single bone which is what you need to do i guess

read 359 times
10/4/2011 1:40:47 AM (last edit: 10/4/2011 1:40:47 AM)
show user profile  JohnBoyMan
Thanks, how do i add a bone to a mesh.Without skinning it. I cant seem to find that info in any tutorials.
read 356 times
10/4/2011 1:44:01 AM (last edit: 10/4/2011 1:52:40 AM)
show user profile  soontekk
just rig/link your objects with decent hyrarchy and place the pivots in the right place (joints, etc..)

melting ur brainz!
/ FOS4 / FO2 / Blurb / Twitter / Facebook / Vimeo /


read 346 times
10/4/2011 2:02:48 AM (last edit: 10/4/2011 2:02:48 AM)
show user profile  mrgrotey
He said the software REQUIRES bones, so not using bones really isn't an option is it or is everyone taking advice pills from A-S? or am i being dumb here? yes in max bones are unnecessary for this but it looks like the other software needs them.

JohnBoyMan: Just add the bones and make sure the bone's pivots points are in the exact same place as the pivot points of the models joints. you can do this using pivot snap or just using the align tool after placing them (you will need to turn on bone tools in the animation menu for this second option though. As long as the pivots are located and aligned to the model then you should be fine.

Then depending on your software you would either link the models parts to the bones or add skin and weight the objects 100% to their corresponding bone.




read 328 times
10/4/2011 9:36:31 AM (last edit: 10/4/2011 9:36:31 AM)
show user profile  advance-software
> He said the software REQUIRES bones, so not using bones really isn't an option is it or is everyone taking advice pills from A-S

maybe you should. of course ogre won't require rigid meshes to be skinned. skinning unnecessarily will incur a performance penalty.

might need the hierachy setup in a certain way for control but that should be about it.

@grotey - just because he says something is required doesn't mean it is. you're going on a tangent because op is confused.

check requirements/config on an ogre board.
read 325 times
10/4/2011 9:40:41 AM (last edit: 10/4/2011 9:43:52 AM)
#Maxforums IRC
Open chat window


Support Maxforums.org