jaysus Posted December 5, 2008 Share Posted December 5, 2008 as you can see on the pics i have some problems atm lol all was fine until i divided the arms mesh into arms and pipboyoff (mesh thatll be shown if you wear no pipboy) and skinned em again in max all looks fine even regarding bone movementbut once i go ingame the arms in general are lowered down to the hand bone or at least lower arm :wallbash: and what the heck did happen to my pipboy menu? :ninja: seems like some kind of mesh shows through but my mesh is much slimmer than a power armor for example and really shouldnt... actually nothing should be shown at all in menu mode imo...-------------- well as you prolly guessed i could need some help, tips, info, whatever you name it... even if that info comes from oblivion... it could help and "could" is hope for me... thx in advance :) Link to comment Share on other sites More sharing options...
Skree000 Posted December 5, 2008 Share Posted December 5, 2008 Ok two things, 1. Its a weighting problem. Looks like too many verts are weighted incorrectly and you are getting some crazy deformation. From what I hear you guys cant exactly skin your models in a 3d package right now vert for vert, and have to do it through some kind of back door method? I would wait until the GECK to see if they support custom skin modified importing from a 3d pack, it would be pretty clear how to fix it then :) 2. is the pipboy mesh parented to a custom bone object inside or on top of the forearm? or is it just skinned 100% to the forarm bone itself Link to comment Share on other sites More sharing options...
jaysus Posted December 5, 2008 Author Share Posted December 5, 2008 1.well we can skin vert for vert if wed like to we just have problems weighting to twist bones (3dmax that is = ctd) the mesh is divided into a bunch of elements to make skinning easier and as i mentioned it worked before i tried to manipulate the pipboy part... (the pre alpha found here on site has no arm distortion) 2. its weighted 100% to the forearm like in vanilla items (which also use the twist and hand bones) Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 23, 2008 Share Posted December 23, 2008 1.well we can skin vert for vert if wed like to we just have problems weighting to twist bones (3dmax that is = ctd) the mesh is divided into a bunch of elements to make skinning easier and as i mentioned it worked before i tried to manipulate the pipboy part... (the pre alpha found here on site has no arm distortion) 2. its weighted 100% to the forearm like in vanilla items (which also use the twist and hand bones)Hsthis been solved? Link to comment Share on other sites More sharing options...
jaysus Posted December 23, 2008 Author Share Posted December 23, 2008 i didnt bother yet... was busy... interest was too low... i got bored... will prolly restart working on it after the holidays... twist bone export at least to my knowledge has not been solved yet... blender can export em tho i think Link to comment Share on other sites More sharing options...
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