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weights #264929
05/08/09 20:36
05/08/09 20:36
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline OP
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AlbertoT  Offline OP
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A

Joined: Oct 2006
Posts: 1,245
hello

If I import a skeleton animated file with " weights " in 3DGS commercial version
What can I expect ? A deformed model ?

Re: weights [Re: AlbertoT] #264934
05/08/09 21:09
05/08/09 21:09
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Posts: 1,816
at my pc (duh)
well... last time i checked... i think it should work perfectly IF you import it ok that is... but i dont think you can edit it afterwards

Re: weights [Re: darkinferno] #266057
05/15/09 18:25
05/15/09 18:25
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline OP
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AlbertoT  Offline OP
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Posts: 1,245
It is what I thought myself but I made some test and apparently the engine ignore the weights
I can see some local deformations on the mesh
Maybe some wrong settings ?

Re: weights [Re: AlbertoT] #266060
05/15/09 18:45
05/15/09 18:45
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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at my pc (duh)
i remember the ariel(not sure of the name) model from david's monster islnad demo had weights... well am sure some1 else will clear this up soon smile

Re: weights [Re: darkinferno] #266145
05/16/09 10:16
05/16/09 10:16
Joined: Sep 2003
Posts: 929
Spirit Offline

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Spirit  Offline

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I found that weights import perfectly. But they are only visible in Pro edition, in the lower editions they are sort of combined into a single weight. This still normally looks ok but not as good as the real weights in Pro.

Re: weights [Re: Spirit] #266188
05/16/09 13:38
05/16/09 13:38
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline OP
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AlbertoT  Offline OP
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Posts: 1,245
It is what I supposed
If you combine a single weight in one than you can expect local deformation
In my case the quality is rather poor


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