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Weighting to more than one bone?
Posted: Fri Jun 12, 2009 6:10 pm
by DarthD.U.C.K.
i tried to weight shoulderpads exactly 50% on each bone (upperarm and ribcage) and i checked every vertex weight in the editor and everything is correct
when i export the unit and even put the -softskin entry in the msh.option the shoulderpads are randomly weightened to one of the two bones
i looked through some msh.option files and couldnt find any softskinentrys even in jabbas msh.toption whch has that line in swbf1
is it possible that the "softskin" got broken in battlefront 2?
Re: Weighting to more than one bone?
Posted: Fri Jun 12, 2009 10:12 pm
by minilogoguy18
I never used the softskin option on asajj, I believe you can have up to 3 bones per vertex. There must be something else you're doing wrong since usually when a model is skewed the transforms or hierarchy are the culprit.
Re: Weighting to more than one bone?
Posted: Sat Jun 13, 2009 4:18 am
by DarthD.U.C.K.
did you envelope all parts of assajj (if she had) to max fo 2 controlers per vertex?
EDIT:nevermind i merged all parts and weightened the polymesh with 2 controlers per vertex and it changed nochting :-/
Re: Weighting to more than one bone?
Posted: Sat Jun 13, 2009 11:47 am
by minilogoguy18
Yeah but are the models transforms zeroed out as well as the construction history being frozen? Asajj was made up of multiple meshes but it is better for performance to have it as 1 mesh that shares the same texture map. Asajj had up to 3 envelope deformers per vertex.
Re: Weighting to more than one bone?
Posted: Sat Jun 13, 2009 1:44 pm
by DarthD.U.C.K.
if i munge everything to a polymesh and delete the inputs, and envelope it afterwards, isnt that freezing the history and model?
Re: Weighting to more than one bone?
Posted: Sat Jun 13, 2009 7:38 pm
by VF501
More precise way to freeze a specific poly mesh's history.
Explorer (default

, find your mesh, find the Polygon Mesh node, Open that up and you should see the operator stack that is currently saved on the mesh (one of which would be envelope operator). Right Click on the operator that sits at the top of the stack and choose the freeze option. This will freeze and collapse the stack, and retain the envelope operator.