Gamestudio Links
Zorro Links
Newest Posts
Why Zorro supports up to 72 cores?
by 11honza11. 04/26/24 08:55
M1 Oversampling
by 11honza11. 04/26/24 08:32
MT5 bridge not working on MT5 v. 5 build 4160
by EternallyCurious. 04/25/24 20:49
Data from CSV not parsed correctly
by EternallyCurious. 04/25/24 10:20
Trading Journey
by howardR. 04/24/24 20:04
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
Scripts not found
by juergen_wue. 04/20/24 18:51
zorro 64bit command line support
by 7th_zorro. 04/20/24 10:06
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
4 registered members (VoroneTZ, Quad, EternallyCurious, 1 invisible), 844 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mega_Rod, EternallyCurious, howardR, 11honza11, ccorrea
19048 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 2 1 2
Bone Rotation with Weights #453125
07/08/15 21:24
07/08/15 21:24
Joined: Jan 2006
Posts: 968
EpsiloN Offline OP
User
EpsiloN  Offline OP
User

Joined: Jan 2006
Posts: 968
Hi all,
I dont know if this belongs here or in another section, but since I'm going to use script to rotate the skeleton, I'm posting my question here...

If I import a model (probably .FBX format) that has a skeleton (3D Max) and is rigged with vertex weights, when I rotate a single bone in the engine, will it move the vertices according to their weights?

The problem is, that the model's anatomy is rigged, so the muscles respond to movement the same way a real body responds...I need to preserve that 'inflation' when a muscle is tense, but I dont have a model to test...

The original files are for 3DS Max 10. The model will have no animation (it'll be animated through script probably).

Anyone played around with this kind of stuff??

Thanks.


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Bone Rotation with Weights [Re: EpsiloN] #453127
07/08/15 23:29
07/08/15 23:29
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
Serious User
Ch40zzC0d3r  Offline
Serious User
C

Joined: Oct 2011
Posts: 1,082
Germany
hm the engine only supports maximal 4 bone weights so I guess that wont work as you want

Re: Bone Rotation with Weights [Re: Ch40zzC0d3r] #453129
07/09/15 06:09
07/09/15 06:09
Joined: Jan 2006
Posts: 968
EpsiloN Offline OP
User
EpsiloN  Offline OP
User

Joined: Jan 2006
Posts: 968
Well, I dont know if I've understood it right, but...

Max 4 bone weights means one vertice can have 4 bones moving it around, right?

If thats the case, it could work. I dont think it'll need more than 4.
But I have no idea how the model has been made. It costs a LOT of money, so I cant test it before I buy it...


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Bone Rotation with Weights [Re: EpsiloN] #453133
07/09/15 08:02
07/09/15 08:02
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Originally Posted By: EpsiloN
when I rotate a single bone in the engine, will it move the vertices according to their weights?

Sure, that's what bones are there for.
I use them in combination with regular bones animation and bone rotate and move via code in my game, too. Recently I've discovered bone animation via shader for me which speeds things up a lot and opens up many possibilities for me (because the shader animation works for code-animated models and bones, too).


EDIT: Just create a test model by yourself before you spend money on stuff that may or may not work at all.

Last edited by Superku; 07/09/15 08:03.

"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Bone Rotation with Weights [Re: Superku] #453137
07/09/15 09:31
07/09/15 09:31
Joined: Jan 2006
Posts: 968
EpsiloN Offline OP
User
EpsiloN  Offline OP
User

Joined: Jan 2006
Posts: 968
Originally Posted By: Superku
Sure, that's what bones are there for.
I use them in combination with regular bones animation and bone rotate and move via code in my game, too.

I have used this before, but in A6 there were no weights...And you couldnt really make the muscles move the way a real muscle moves.

Originally Posted By: Superku
EDIT: Just create a test model by yourself before you spend money on stuff that may or may not work at all.

I cant laugh Otherwise I would have created the final model myself. Cant rig it properly (I can do just regular rigs...) with weights.

I did find a model with a rig for testing, its a free model, but when I export it and import it in MED (as .fbx) the bones are huge. (There are no bones in 3DS but biped objects, which are converted to bones...maybe thats the reason?)

I'll probably have to start another thread in the editors section to fix this issue...


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Bone Rotation with Weights [Re: EpsiloN] #453139
07/09/15 09:35
07/09/15 09:35
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
Serious User
Ch40zzC0d3r  Offline
Serious User
C

Joined: Oct 2011
Posts: 1,082
Germany
Originally Posted By: EpsiloN
Well, I dont know if I've understood it right, but...

Max 4 bone weights means one vertice can have 4 bones moving it around, right?

If thats the case, it could work. I dont think it'll need more than 4.
But I have no idea how the model has been made. It costs a LOT of money, so I cant test it before I buy it...


Well, Ive been converting models from gamebanana and there are some really professionial modelers and the mdodels had more weights.
But I dont need weights anyways so it was fine grin
You could PM them before and ask before you buy such an expensive model

Re: Bone Rotation with Weights [Re: Ch40zzC0d3r] #453148
07/09/15 12:20
07/09/15 12:20
Joined: Jan 2006
Posts: 968
EpsiloN Offline OP
User
EpsiloN  Offline OP
User

Joined: Jan 2006
Posts: 968
Anyone has any model I can test?

I keep finding fbx files that break after importing. The bones become huge or not all verts are assigned as they should...

I dont need a beautiful model or animations, just a rigged model with weights...


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Bone Rotation with Weights [Re: EpsiloN] #453149
07/09/15 12:24
07/09/15 12:24
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
"Bones become huge"
What do you mean, does the bone skeleton not fit to the rest of the model, like the head bone ends some 100 quants above the head? Or do you only mean the visual representation of the bones? If you mean the latter just change them in MED's misc settings or whatever they are called, or scale the model with global scale (which scales the bones accordingly, too) because it's probably too small then.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Bone Rotation with Weights [Re: Superku] #453151
07/09/15 12:50
07/09/15 12:50
Joined: Jan 2006
Posts: 968
EpsiloN Offline OP
User
EpsiloN  Offline OP
User

Joined: Jan 2006
Posts: 968
I cant tell if their origins fit the model, but they're like a huge circles around my model. I tried scaling one, but it also moves away. Didnt try scaling all of them at once, just thought of it...

*** EDIT ***

I tried selecting more than one bone, but it doesnt allow, so I cant scale all bones together.
I scaled only one bone, in just one direction, but it moves down and at some point becomes like a triangle...dunno what's happening there.

Here's a link to the exported .FBX file from .max (note, bones are Biped Objects and converted to bones on export to fbx).
HumanCasualRigged.fbx

Last edited by EpsiloN; 07/09/15 13:07.

Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Bone Rotation with Weights [Re: EpsiloN] #453153
07/09/15 13:03
07/09/15 13:03
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Like I said, it's just the visible representation then, it doesn't mean anything. Change the bone size (which has nothing to do with the model itself) in your MED preferences. Or use the option global scale to scale the model, not the scaling tools.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Page 1 of 2 1 2

Moderated by  HeelX, Lukas, rayp, Rei_Ayanami, Superku, Tobias, TWO, VeT 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1