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Delete vertices/poygons influenced by bone? [Solved]

Posted: Wed Dec 17, 2014 3:20 pm
by MileHighGuy
Is it possible to delete parts of the model that are weighted to a bone (not by selecting manually)?

Also, I am trying to move parts of an object skeleton and then remove the skeleton to leave behind a static mesh. When a delete the skeleton or remove the envelope, the mesh return to its original pose. Setting a neutral pose did not work, what should I do?

Re: Delete vertices/poygons influenced by bone?

Posted: Wed Dec 17, 2014 4:03 pm
by AceMastermind
1. Not sure what you mean, you want to delete something without selecting it first? Please explain what you're trying to achieve.

2. Pose the skeleton then 'Freeze' the geometry, you should then be able to delete the skeleton while the geometry remains in that pose.

Re: Delete vertices/poygons influenced by bone?

Posted: Wed Dec 17, 2014 4:08 pm
by MileHighGuy
1. Say you have so many vertices weighted to a bone. You want them gone. Is there an option that will select vertices for you that are weighted to a specific bone, so you can delete them? This would be very helpful with objects with many vertices that overlap with other weighted objects.

2. By freezing the geometry do you mean hitting Edit > Freeze M or Freeze?

Re: Delete vertices/poygons influenced by bone?

Posted: Wed Dec 17, 2014 6:53 pm
by AceMastermind
1. Ok, so you want to be able to select a deformer and have it automatically select all points assigned to it. I don't see a native way to do this, but it should be possible since all points assigned to a deformer can clearly be displayed in the Weight Editor. Maybe ANDE could whip up a script to grab this data (if accessible) shown in the Weight Editor and create the selection in the viewport. What version of Softimage are you using?

2. Freeze

Re: Delete vertices/poygons influenced by bone?

Posted: Wed Dec 17, 2014 6:59 pm
by MileHighGuy
Thanks! That would be great. Currently I'm just using the mod tool 7.5.

Re: Delete vertices/poygons influenced by bone? [solved]

Posted: Thu Dec 18, 2014 4:41 pm
by ANDEWEGET
Something like this? It should work for ModTool but I can't test that.
Use the Download Gist button on the right side and from there the instructions in the file itself should be sufficient.

Re: Delete vertices/poygons influenced by bone? [solved]

Posted: Thu Dec 18, 2014 4:56 pm
by AceMastermind
Works great here in Mod Tool 7.5. Thanks a bunch ANDE! :thumbs:

This forum needs a "Thank Post" feature. 8)

Re: Delete vertices/poygons influenced by bone? [Solved]

Posted: Thu Dec 18, 2014 6:38 pm
by MileHighGuy
Wow! Thank you so much Ande!

Re: Delete vertices/poygons influenced by bone? [Solved]

Posted: Thu Dec 18, 2014 9:32 pm
by ANDEWEGET
Ace commands and I shall provide, like in the past!
AceMastermind wrote:Nice work putting this all together. I was browsing through the python files and you really seem to know your stuff! Maybe when you get some free time you could write a msh exporter plugin in Python for Mod Tool users.
AceMastermind wrote:@ANDEWEGET
You should add animation msh import to ZE Tools so we can tweak or study existing animations from the assets. I would think that reading in the data would be easier than writing it out.
I actually haven't done anything with python (and XSI scripting) for too long so this was refreshing.