IreJKA Posted August 25, 2008 Author Share Posted August 25, 2008 I found a bone, related ONLY to the body, not to the real cape, which is named "torso_cape".. wtf? Uhm.. this might has "spawned" after I renamed the cape "torso_cape", just as you suggested.. It could be even a tag.. since I really don't know the difference between tags and bones <.< However, will I have to apply the 50/50 method to each joint? shoulder-arm, arm-hand, torso-hips, hips-legs? The caps, if I got it right, are things needed to cover those "uncovered holes" at the end of each mesh. What I meant before, is if will I have to weigth them all.. and if yes, how? Using the same bones I used for the body? I found it weird @_@ Although, reading tutorials and things here and there allowed me to understand that those caps will follow the pattern of their mesh, just as you said. I know that this is a pointless question, after all, as you previously said, caps will be my concern only at the end of the whole rigging process.. It's just that I ike to figure out what I am suposed to do. Link to comment Share on other sites More sharing options...
Psyk0Sith Posted August 25, 2008 Share Posted August 25, 2008 Yeah i guess 50/50 would work with most joints, but in the end it's up to you to decide if it looks good or not, 50/50 can become 30/70 (or any random number)...depending on how you want the mesh to behave. Yes all the caps will need to be weighted, using the same bones used for the body, since they're extenstions of the body its only natural they inherit the same deformations. Link to comment Share on other sites More sharing options...
IreJKA Posted August 25, 2008 Author Share Posted August 25, 2008 Thanks.. now at least I know that it will take long xD I've spent about 2 hours trying to do what I learnt.. and this is the best I could get Same as before: If it does not bother you too much, I'd like you to examine this masterpiece to know if NOW things are going better. Thanks in advance Please do not post files which have ported models in them; there is a half-ported Darth Malak from K1 in the max file of the one you linked here. Such activity violates the EULA, so please do not do it. Thanks. ~9 Link to comment Share on other sites More sharing options...
Psyk0Sith Posted August 26, 2008 Share Posted August 26, 2008 Well the knees arent exactly perfect, when you rotate them, they twist on themselves. Try and keep the back rigid. Think of the bones as pivot points, right now you added influence from the tibia too high up the thigh, keep the verts locked to the upper leg until they reach the pivot point (in this case the tibia)...im sure it doesnt make any sense. I suggest you check the skin modifier tutorial again, see how i handle the ankle joint (you'll notice i keep the shared weights around the pivot area). You got some verts that arent welded/weighted together, when you rotate the lower lumbar you'll see the flap mesh stuck in place and create a hole in front view. The hands you imported arent positioned correctly, i merged kyle's on top and yours are too low. Remember that attaching the hands deal? well you need to do the same with the cape, the pivot point is messed up too. btw, i'm probably the one that did the rig on the malak model you are using XD. Link to comment Share on other sites More sharing options...
IreJKA Posted August 26, 2008 Author Share Posted August 26, 2008 Imported? Argh.. I just downloaded a pack long ago, looked with marveled eyes at the models and thought that the malek one could fit my idea xD Since I'm not familiar with imported models and modeling, I couldn't tell if they were "handcrafted" or simply stolen.. well, *sigh* forgive me ._. Btw, thanks Psyk0 for the help ç_ç *EDIT* The hands you imported arent positioned correctly, i merged kyle's on top and yours are too low. How can I fix that? Simply moving on Z axis the hands? :s @ RogueNine I deleted the previous link, since the file also contains the same half ported file. One more time, I apologize. Link to comment Share on other sites More sharing options...
Psyk0Sith Posted August 26, 2008 Share Posted August 26, 2008 Merge Kyle's hands into the scene and get rid of the old ones, this will probably mean the arms are too low as well =/. Link to comment Share on other sites More sharing options...
IreJKA Posted August 26, 2008 Author Share Posted August 26, 2008 Well, I don't know if by low you mean the thing that I see in 3ds MAX. I can only see the hand bones which fall outside the hand mesh.. In order to fix this, can I simply rotate on Y axis the hands, so that I can still use the arms? Link to comment Share on other sites More sharing options...
Psyk0Sith Posted August 26, 2008 Share Posted August 26, 2008 I'd merge the hands and correct the arm position but that's just me. If the finger bones dont match the mesh, expect crappy animation. Link to comment Share on other sites More sharing options...
IreJKA Posted August 27, 2008 Author Share Posted August 27, 2008 Yai! One more unfixable problem! I did as you suggested.. and it worked fine. I merged another model hands, scaled them so that they stick to the finger bones and adjusted the arms. After the weighting, I saved and exported as a .xsi, deleting the caps and the cape.. just becouse I wanted to see how it would perform animations. So I read your assimilate&carcass tutorials and set everything ok. I fixed the path in preferences, changed the numerical system to U.S and my keyboard settings... And, as I tried to compile the carcass, it gave me that fastidious error about "Cubic Scale Keys". Dunno what to do.. Link to comment Share on other sites More sharing options...
Psyk0Sith Posted August 27, 2008 Share Posted August 27, 2008 Hmm yeah that's been a real problem for many people. Try to set english keyboard as the default language when you start windows and make sure you reboot. Link to comment Share on other sites More sharing options...
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