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Bone rigging question #172920
12/15/07 10:39
12/15/07 10:39
Joined: Nov 2006
Posts: 44
Canada
misterprickly Offline OP
Newbie
misterprickly  Offline OP
Newbie

Joined: Nov 2006
Posts: 44
Canada
I recently imported a .X model into MED and some of the vertacies lost their weighting assignments (25% on this bone, 75% on that bone, etc).

Other than that, the model imported fine.

How do I weight the vertacies using the MED, so that I can correct this issue?

Re: Bone rigging question [Re: misterprickly] #172921
12/16/07 16:38
12/16/07 16:38
Joined: Jul 2006
Posts: 40
North Europe
D
DeepReflection Offline
Newbie
DeepReflection  Offline
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D

Joined: Jul 2006
Posts: 40
North Europe
In hope of spare you some time...

Only Pro supports multiple weighting, that could explain why you can't import or apply weights as you like.

Maybe multiple weights make way down to lower versions in the future, but as of now you have to move vertexes and apply single bone influence before import to keep any good animation behavior of your models.

Do some search on the forum for more info, this "thing" has been ventilated in many threads.


Whoever has the gold makes the rules.
Re: Bone rigging question [Re: DeepReflection] #172922
01/27/08 21:44
01/27/08 21:44
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Hi, anyone know the answer to this?

I realize that only the PRO engine will support multiple weights in game.

But if I have the commercial version, will my *MED* display the model with multiple weights (not in the engine, but just in MED), or is the commercial version of MED configured to only display single weights?

Thanks
JPM

Re: Bone rigging question [Re: JetpackMonkey] #172923
02/07/08 10:30
02/07/08 10:30
Joined: Nov 2006
Posts: 44
Canada
misterprickly Offline OP
Newbie
misterprickly  Offline OP
Newbie

Joined: Nov 2006
Posts: 44
Canada
I found a way around the weighting problem!

Another user suggested that I try "Fragmotion" for my conversion needs.
So I downloaded the demo (not expecting much) and was instantly blown away but what I saw.

not only is it easier to navigate than Milkshape but it imports my models WITH THEIR ANIMATIONS INTACT!!! I only say this because whenever I have used milkshape it strips the skeleton from the model.

Also Fragmotion allows you to choose the type of animation your character will use; skeleton or vertex.

I suggest when exporting (through Fragmotion) that you choose skeleton source and vertex "finish"; It will convert your model into a vertex animated character, thus no weighting issues.

Re: Bone rigging question [Re: misterprickly] #172924
02/16/08 04:29
02/16/08 04:29
Joined: Apr 2006
Posts: 136
San Francisco
T
Tor Offline
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Tor  Offline
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T

Joined: Apr 2006
Posts: 136
San Francisco
Actually commercial supports multiple bone weights in engine.

I'm not aware of MED ever showing multiple bone weights properly, but then again, I only have commercial.

Load it up in engine and see if it's weighting right.


"Towlie, you're the worst character ever." I know...

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