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Bring Skleton to mesh

Posted: Sat Mar 15, 2014 2:11 pm
by Anakin
I have a problem with an unit mesh. I have the whole trooper as one mesh. So i looked and an working trooper how it is set up in XSI. I saw that this trooper also just has an mesh and the bones. So i replaced the mesh with my one and hoped that it will work. But it does not.

Maybe someone of you can point me the misstake i did and how to fix it. Because it doesn't look good that way:
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Re: Bring Skleton to mesh

Posted: Sat Mar 15, 2014 2:41 pm
by Marth8880
HAHA, that must look HILARIOUS in-game. :funny2:

But to answer your question, the mesh needs to be enveloped to the bones.
viewtopic.php?f=36&t=25490

Re: Bring Skleton to mesh

Posted: Sat Mar 15, 2014 3:04 pm
by Anakin
This is much better :funny2:
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Re: Bring Skleton to mesh

Posted: Sat Mar 15, 2014 7:23 pm
by Kingpin
lol

Re: Bring Skleton to mesh

Posted: Sat Mar 15, 2014 7:49 pm
by Bob
The helmet actually looks pretty cool like this.

Re: Bring Skleton to mesh

Posted: Sat Mar 15, 2014 8:14 pm
by willinator
Is that happening as you play, or only in Free Camera? I just ask because that glitch can happen with the camera.

Re: Bring Skleton to mesh

Posted: Sun Mar 16, 2014 7:24 am
by Anakin
No it's not the free cam glitch :D i think i should have a look at the enveloped again ;)

One question. At the 1st video at 0:47 How can he select the knots and allocate them to the bones?? I cann not see what tool he use.

Re: Bring Skleton to mesh

Posted: Sun Mar 16, 2014 8:09 am
by noMatt
Reenvelope and weight paint it.
It seems like some points from the arm are attached to the foots bones or something similar. Just pay attention that every point is enveloped to the correct corresponding bone

Re: Bring Skleton to mesh

Posted: Sun Mar 16, 2014 10:00 am
by Anakin
thank you very much. It's much better now. But one more problem. I now have the knots allocate to the right bones. But now i noticed that some of the bones are not at the right position. The bone forearm is in the upperarm for example. Is there a way to move the bones, but without the knots that are allocate to them??

Re: Bring Skleton to mesh

Posted: Sun Mar 16, 2014 10:12 am
by DarthD.U.C.K.
you cant just move the bones. you either have to fit the model to the skeleton or change the skeletons proportions and export it as new basepose. then you can envelopethe model to the skeleton and create a new animset with the basepose that the unit uses ingame.
i dont think using a model ripped from rc for a rc mod is the way to go though...

Re: Bring Skleton to mesh

Posted: Fri Mar 21, 2014 11:17 am
by Anakin
For all those who also want to move Just the bones at a new position, but don't change the envelope, this helps:
http://softimage.wiki.softimage.com/xsi ... ePoses.htm


==EDIT==
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Can someone tell my why something like this can happen?? In XSI everything looks fine.

Re: Bring Skleton to mesh

Posted: Fri Mar 21, 2014 12:45 pm
by DarthD.U.C.K.
did you use the skeleton you modified as basepose? if not then thats the problem.

Re: Bring Skleton to mesh

Posted: Fri Mar 21, 2014 1:55 pm
by Anakin
no i didn't. But i didn't changed the skleton. I took the skleton from the old Republic commando, removed the old RC mesh, and placed in the new unit's mesh. Than i moved the arms and legs from the new rc to fit with the bones.
When all looks good i enveloped the mesh. So i changed nothing with the bones.

But i could try it with the basepose. But what do you mean with it?? Do i need to munge the whole human animations with the bones of the rc as basepose??

Re: Bring Skleton to mesh

Posted: Fri Mar 21, 2014 2:04 pm
by DarthD.U.C.K.
if you didnt change the proportions/positions of the bones you dont need a new basepose. i though you moved the bons because you wrote about "moving the bones to a new position".
so you didnt change the bones at all and only edited the model? hmm, did you freeze the modeling of the model before enveloping?

Re: Bring Skleton to mesh

Posted: Fri Mar 21, 2014 2:14 pm
by Anakin
yes i did. I made new nulls, enveloped some points to the new nulls, rotated them and than pressed freeze (not freeze M). After i pressed it, the envelope disapeared and the legs/arms where at the new position. Than i deleted the new nulls, and started enveloping.