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How can I fix these armor bugs


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The problem with "just fixing it" is that depending on how the mesh is broken up, this can mean having to re-weight the vast majority of the mesh because none of the mesh parts (after being split up by material/texture) are large enough to contain weighting for most of the body. As in this case, the pieces are floating objects which may not necessarily be near any existing verticies, weighting these to move properly could be an outright *censored* since you are needing to weight a vertex to match the movement of a face instead of another vertex. Less of an issue with the ones on the body, but sheer hell when you're dealing with something on shoulders or hips and have to account for multiple bones and can't just use envelopes (or regions around each bone that apply weights instead of painting individual verticies).

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Mmm I tried just a little bit to weight vertices myself and it more or less worked... Now I have specialists that have done it for me but I'll still be interested in those tutorials (for Max) you were talking about Ghogiel.

 

Now, I was wondering: can't you create and weight your armors in one shot, export it and then simply delete entire branches with Nifskope to create the elements. That should work no?

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Oh, face smoothing. Well yeah, which is not anything to do with rigging. .

 

Grumpf: tutorials can be found on the autodesk website, the area, the documentation that comes with max, and just generally googling.

 

You can of course attach the mesh all together before or after rigging, then use materials to split it at export. if that is what you are asking, then yeah everyone already does that. Or should be.

 

however, unless those elements are all contained in the same nif, What happens when the game attaches several nifs together in engine, yeah feet and hands.The engine does however auto weld vertices sharing the same space.... My guess is that if you do not attach the hands/feet/head when exporting the body, those normals do not get smoothed the same if say that edge loop just terminates at a mesh hole, such as at the wrist, The thing to do is try attaching it them and splits them at export, then delete the parts you don't want. My base max scene is set up with a pre attached body and skeleton in scene.

 

tip- you should be using editable poly as it non destructively updates changes made there to skin. Also afaik skin utilities does not work with mesh either. basically you will not get full functionality with skin if using editable mesh.

 

 

 

The problem with "just fixing it" is that depending on how the mesh is broken up, this can mean having to re-weight the vast majority of the mesh because none of the mesh parts (after being split up by material/texture) are large enough to contain weighting for most of the body.

actually. that doesn't matter so much, you will never have to re weigh anything, especially since you are talking about the same mesh, just being split up in various different pieces in various ways.. it's call skin utilities. also skin wrap can have similar functionality. Edited by Ghogiel
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Hey sorry guys, but since that night when I said I will go to sleep(did not sleep that night) I had high fever, abdominal and intercostal muscle pains. Now I'm better, but not recovered.

Thanks Ghogiel for wanting to help me! I'll PM you ASAP.

Edited by CaesarLoneWolf
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