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Physique/Skin/Envelope/vertex Weights
show user profile  kusayballin
i'm struggling with Physique/Skin/Envelope/vertex Weights ... i'm having issues with conforming the bones and making it where my charater moves it doesnt go haywire..i'm needing some help with workflow... and tips to keep everything in order....without the mesh being screwed up. i've read tutorals i've watched vids. i'm on day 4 of this problem... it just seems so tedious......

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read 742 times
4/1/2008 8:04:03 AM (last edit: 4/1/2008 8:04:03 AM)
show user profile  mattymoose
It simply is tedious, there's no easy way to do it. Unless you can figure out the weight painting tools, the only way to do it is to block out the skinning with envelopes, and then use the weight tools dialogue to select and adjust individual verts that aren't behaving the way you want them to.


read 735 times
4/1/2008 8:20:11 AM (last edit: 4/1/2008 8:20:11 AM)
show user profile  kusayballin
seems relentlessly BLAH.....*Slams head into keyboard*


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read 731 times
4/1/2008 8:28:08 AM (last edit: 4/1/2008 8:36:37 AM)
show user profile  $$T-bone$$
LOL kusayballin........funny-ass animation there...i feel like that too when i'm skinning a character.
:)




read 709 times
4/1/2008 2:17:28 PM (last edit: 4/1/2008 2:17:28 PM)
show user profile  Dave
I've a script from my Lecturer that you might be interested in if you ever use Broken Mesh for bones?

"I flew over Egypt once"

read 704 times
4/1/2008 2:20:45 PM (last edit: 4/1/2008 2:21:11 PM)
show user profile  kusayballin
sure i'd be interested


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read 695 times
4/1/2008 3:15:27 PM (last edit: 4/1/2008 3:15:27 PM)
show user profile  Dave
You can grab it from the last page of my tutorial: (means it also comes with instructions! yaaay)

http://www.garydave.com/TutFiles/Rigging/Page09.htm

Edit
Oh, and I don't know who'd be interested or not... but i'm doing a MUCH shorter version of that tutorial now (with brand new, never seen before information!). I hate all the words...

"I flew over Egypt once"

read 685 times
4/1/2008 4:09:46 PM (last edit: 4/1/2008 4:11:30 PM)
show user profile  kusayballin
thanks dave

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read 674 times
4/1/2008 4:54:48 PM (last edit: 4/1/2008 4:54:48 PM)
show user profile  kusayballin
what does it mean when this error comes up: Mesh operation non-mesh: Biped Object

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read 663 times
4/1/2008 6:33:26 PM (last edit: 4/1/2008 6:33:26 PM)
show user profile  Dave
It won't work with a biped, not unless that biped was a snapshot mesh of a biped. Broken mesh only y'see. ie, duplicate of the model, broken up to form joints. (hence the tutorial on rigging with broken mesh, and my earlier quote of "if you ever use Broken Mesh for bones").

In theory, it would work with a snapshot of a biped. BUT... then the script becomes redundant, as it assigns the weighting based on the position of the bones... so if the bones are just broken pieces of the original model... it will weight it pretty damn perfectly. But if it's anything else... then you're bound to run into problems.

"I flew over Egypt once"

read 659 times
4/1/2008 7:02:39 PM (last edit: 4/1/2008 7:04:01 PM)
show user profile  kusayballin
i seee.. ok then i'm gonna follow your entire tutorial :)

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read 653 times
4/1/2008 8:00:18 PM (last edit: 4/1/2008 8:00:18 PM)
show user profile  kusayballin
Excellent Tutorial DAVE exactly what i needed


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read 638 times
4/2/2008 6:08:14 AM (last edit: 4/2/2008 6:08:14 AM)
show user profile  Dave
No worries KUSAYBALLIN, it needs a revamp though. I've since learned many neat-o things that should probably be included.

"I flew over Egypt once"

read 615 times
4/2/2008 2:27:03 PM (last edit: 4/2/2008 2:27:03 PM)
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