Vertex Weight issue.

Started by Power Marshall, July 12, 2010, 01:00:13 AM

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July 12, 2010, 01:00:13 AM Last Edit: July 12, 2010, 01:37:19 AM by Power Marshall
*v Go to MarioKart64n's Vertex weight thread if you know how to solve this. v*

Alright, so I edited luigi, in terms of vertex editing, and also in terms of Mariokart64n's method. I put the model back in BB and it is all good. I arranged Luigi's buttons to be on his face and hat... in a sense.

The problem is that when Luigi is in motion or such, the buttons escape from his face and cling in the air or in other various positions. I observed and tried to find how to fix such a problem, and found his buttons are not bones, neither do they have any, BUT are in fact connected to a certain said bone. His WaistN, I believe it was, is the bone.

Now what I would like to know if at all possible, is if the polygon can be connect to the bone of his head or face?
I know his hat is another bone, but I think I can rename that one so it does not move. Thank you for your gracious time. ;)
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I'm trying to solve this issue, it deals with the vertexweights, and there node assignment. so far I've failed to locate the data
Luka Megurine by mariokart64n
[Character-ImportModel-Zelda]

Wow, I just looked at your topic on that RIGHT before I posted this, how interesting haha.
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see animation works off of moving around a stick man figure, called a skeleton. much like me and you have bones, bu rotating the joints we move. same principle for 3d animation, record the movements of the skeleton, and just store a bunch of rotation data.. simple

but anyway each vertex on our model is assigned, or attached to a bone. we call this Vertex Weighting... you just tell a vertex where to stay, when the skeleton starts to move or animate.

if we can edit the assignment, then all our problems should be solved.

..sadly I have no lead, on where this data is.
Luka Megurine by mariokart64n
[Character-ImportModel-Zelda]