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« Reply #1020 on: November 19, 2012, 04:26:10 PM » |
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« Last Edit: November 19, 2012, 04:28:54 PM by Mr.MW »
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« Reply #1021 on: November 19, 2012, 04:26:43 PM » |
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LOL fine! and that post marks the happy 69th page
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« Reply #1022 on: November 19, 2012, 04:27:58 PM » |
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Ninja'd lol
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« Reply #1023 on: November 19, 2012, 05:55:29 PM » |
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Give the Chief some sexy shine. Chief loves dat sexy shine.
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« Reply #1024 on: November 25, 2012, 11:45:41 AM » |
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Neru is done but I'm dealing with the usual importing hell that I always go through where either vertices aren't in the right spots or the model is all scaled/rotated weird after import. Hopefully I can release her today but don't count on it. Oh yeah and after this... I want to stop every other import and just work on Ikaros. ...because Ikaros is a project [censored] on a grander scale and needs moar attention.
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« Last Edit: November 25, 2012, 11:46:46 AM by BlackJax96 »
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« Reply #1025 on: November 25, 2012, 12:05:29 PM » |
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Neru is done but I'm dealing with the usual importing hell that I always go through where either vertices aren't in the right spots or the model is all scaled/rotated weird after import. Hopefully I can release her today but don't count on it. Oh yeah and after this... I want to stop every other import and just work on Ikaros. ...because Ikaros is a project [censored] on a grander scale and needs moar attention. I could always use some more boobs in my Brawl. *shot*
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NNID: Cha0sKnight 3DS FC: 4768-7680-2509
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« Reply #1026 on: November 25, 2012, 03:51:21 PM » |
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This is what I have to go through every time I import a model ;_; The rig is perfect in 3ds Max, before anybody tells me to check my rig for stray verts or anything.
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« Reply #1027 on: November 25, 2012, 04:01:14 PM » |
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mmm dats what happened to me once i used the mirror weight feature eventhough the weights were good, it was acting as if the other side was weighted to a ghost bone so what i did was click on every envelope and checked weights by color vertices til i found the weird vertices and reset the weight by re-weighting it to its bone
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« Last Edit: November 25, 2012, 04:03:04 PM by Mr.MW »
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« Reply #1028 on: November 25, 2012, 04:14:42 PM » |
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wat
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« Reply #1029 on: November 25, 2012, 04:21:49 PM » |
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Check for stray verts anyway.
The RotN bones like to snag random verts from time to time, so check them.
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Muslims are literally murderers
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« Reply #1030 on: November 25, 2012, 04:23:27 PM » |
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Check for stray verts anyway.
The RotN bones like to snag random verts from time to time, so check them.
I didn't add them into the skin modifier until I was done with the rig to prevent that. >_> And I already did check all the verts anyway <_<
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« Reply #1031 on: November 25, 2012, 04:59:11 PM » |
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on the display section under skin u can check ur vertices weights by color when u click on envelopes the colors change accordingly have u checked for vertices with colors that do not match accordingly to their envelopes? for example if u are looking at the rshoulder n bone envelope and u see a blue vertex in the lshoulder section, when u click on the vertex it shows u correct weights but it still looks blue when u click on the rshoulder envelope, so to fix this u need to copy the weight value from a close vertex and paste it to the "blue" vertex now when u click on the rshoulder envelope it shouldnt display dat vertex in blue
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« Reply #1032 on: November 25, 2012, 05:11:45 PM » |
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Oh, it's nothing like that. That's easy to fix ...speed rigging is really fun
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« Last Edit: November 25, 2012, 06:03:48 PM by BlackJax96 »
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« Reply #1033 on: November 25, 2012, 06:07:59 PM » |
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That always happens to me, try importing Neru's dae again. Also, will she use a cellphone-gun?
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« Reply #1034 on: November 25, 2012, 06:13:23 PM » |
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oh, so is that weird issue of randomly stray vertices appearing fixable?
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