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Re: Bone Rotation with Weights
[Re: EpsiloN]
#453133
07/09/15 08:02
07/09/15 08:02
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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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
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Re: Bone Rotation with Weights
[Re: Superku]
#453137
07/09/15 09:31
07/09/15 09:31
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Joined: Jan 2006
Posts: 968
EpsiloN
OP
User
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OP
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Joined: Jan 2006
Posts: 968
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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. EDIT: Just create a test model by yourself before you spend money on stuff that may or may not work at all. I cant 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...
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Re: Bone Rotation with Weights
[Re: EpsiloN]
#453139
07/09/15 09:35
07/09/15 09:35
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Joined: Oct 2011
Posts: 1,082 Germany
Ch40zzC0d3r
Serious User
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Serious User
Joined: Oct 2011
Posts: 1,082
Germany
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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 You could PM them before and ask before you buy such an expensive model
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Re: Bone Rotation with Weights
[Re: Superku]
#453151
07/09/15 12:50
07/09/15 12:50
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Joined: Jan 2006
Posts: 968
EpsiloN
OP
User
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OP
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Joined: Jan 2006
Posts: 968
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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.
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