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Skin Modifier - Blend while preserving edges?
show user profile  jensonagain
Is there a way to blend while preserving edges?


read 272 times
11/6/2014 5:04:11 AM (last edit: 11/6/2014 5:04:11 AM)
show user profile  herfst1
Why is there a hole in your mesh?

[edit] Also, why are you skinning a mesh that's so dense? Makes no sense. Make a low poly and skin it, then skin wrap. I keep telling you but you refuse to listen saying, "I've spent too much time to throw this away," well, that's balls, you're only going to waste more time and get a bad result if you don't throw away your skinning you've done and start taking on advice.
read 266 times
11/6/2014 5:58:50 AM (last edit: 11/6/2014 6:03:44 AM)
show user profile  jensonagain
Herfs1 i'm going to do that now, lol thanks!
read 264 times
11/6/2014 6:21:01 AM (last edit: 11/6/2014 6:21:01 AM)
show user profile  Dave
I'm not seeing how your open edge is an open edge?

But to vaguely answer your question, the issue is trying to blend. You wouldn't blend, if you need those edges to follow each other precisely, then they need to be affected by the same bone, and have the exact same weighting.

It's like having a separated head on a character (ie, for morphs). You need the neck to move with the upper chest as if they were actually attached, so whatever bone is used for the area on the body where the neck will join, should also be used for the bottom of the neck where it joins the body. And with the same weighting, it's all good.

"I flew over Egypt once"

read 249 times
11/6/2014 1:22:35 PM (last edit: 11/6/2014 1:23:16 PM)
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