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« Reply #390 on: November 07, 2011, 03:31:12 PM » |
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nope... ur not allowed to move the bones otherwise the animations would look messed up
Well, crap... Make the whole process seem like a crap-shoot to me then. How badly do the animations mess up if the bones are moved? Unless you've already rigged it, I don't see how it's a problem.
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« Reply #391 on: November 07, 2011, 03:32:22 PM » |
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Well, crap... Make the whole process seem like a crap-shoot to me then. How badly do the animations mess up if the bones are moved? Unless you've already rigged it, I don't see how it's a problem. like pikadorf bad with the buzz of death
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« Reply #392 on: November 07, 2011, 03:33:43 PM » |
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If you were to move the finger bone and re-rig it, then see how it would look with one of the PSA's pre-existing animations, the thumb would stretch to fix the translations that are already in place.
So it would still look weird.
But as SDoom said, it can be fixed by changing the translations via animation, and it's much simpler and quicker than re-rigging it so there's no point in even bothering to do so.
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Muslims are literally murderers
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« Reply #393 on: November 07, 2011, 03:37:43 PM » |
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If you were to move the finger bone and re-rig it, then see how it would look with one of the PSA's pre-existing animations, the thumb would stretch to fix the translations that are already in place.
So it would still look weird.
But as SDoom said, it can be fixed by changing the translations via animation, and it's much simpler and quicker than re-rigging it so there's no point in even bothering to do so.
No. What I meant is this. You have your model, then you have your bone set. You have not rigged ANYTHING yet. Nothing. Nada, nill, etc. Could you not fix the lengths THEN, in 3DSMAX, before you have rigged anything? -or is it just a pipe-dream? Also, show me an example of fixing those problems using translations. @SDo0M: So basically your....Wait. No. That's not what you meant, nevermind...
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« Reply #394 on: November 07, 2011, 03:42:00 PM » |
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No. What I meant is this. You have your model, then you have your bone set. You have not rigged ANYTHING yet. Nothing. Nada, nill, etc. Could you not fix the lengths THEN, in 3DSMAX, before you have rigged anything? -or is it just a pipe-dream? Also, show me an example of fixing those problems using translations. @SDo0M: So basically your....Wait. No. That's not what you meant, nevermind... you can vertex the fingers but it will look a little awkward...especially if the chars fingers are wide...like sonics for instance
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« Reply #395 on: November 07, 2011, 03:49:11 PM » |
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Of course you could. But the animations would screw up.
I don't see what the confusing part of that is.
Let me explain:
I take a model of Rundas and I rig it to Snake's skeleton. Obviously his skeleton doesn't match up exactly, so I edit the translations of each bone in 3DS to fit Rundas's body structure.
Here he is in T-stance:
But when we see what he looks like with Snake's animations...
Simply put, he looks dumb. That's because I edited the translations in 3DS.
But if you copy the T-stance and paste the translations on the first frame...
You get something coherent.
The point I'm trying to make is that it's easy to edit the animation to make it look normal. It just needs animation tweaks and it would look fine.
Long story short: you are asking for a stupid amount of work to be done over a thumb.
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Muslims are literally murderers
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« Reply #396 on: November 07, 2011, 03:51:50 PM » |
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you can vertex the fingers but it will look a little awkward...especially if the chars fingers are wide...like sonics for instance
Not what I mean GBC. I mean, you have Link's bone set. and you have the Model. Nothing is rigged yet. You match up the model with the boneset before rigging. Then BEFORE rigging, you adjust the lengths of the bones to accommodate for Zero's proportions. Then you rig it after the fact. Also, If I'm not mistaken you can test how the model will animate in Brawlbox in 3DSMax using one of it's functions, can you not? @Gamma: You'll be getting a PM from me, sir. >_>
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« Reply #397 on: November 07, 2011, 03:54:43 PM » |
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Guys, stop talking about model rigging and the likes. Let's get back on-topic.
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« Reply #398 on: November 07, 2011, 03:56:04 PM » |
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Not what I mean GBC.
I mean, you have Link's bone set. and you have the Model. Nothing is rigged yet.
You match up the model with the boneset before rigging.
Then BEFORE rigging, you adjust the lengths of the bones to accommodate for Zero's proportions.
Then you rig it after the fact.
Also, If I'm not mistaken you can test how the model will animate in Brawlbox in 3DSMax using one of it's functions, can you not?
@Gamma: You'll be getting a PM from me, sir. >_>
i did that way with lightning b4... it made the bones stretch out big time with the objects in the animations... so no u cant move the bones otherwise u'll get bad stretching for the animations unless u made complete new animations
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« Reply #399 on: November 07, 2011, 03:59:17 PM » |
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i did that way with lightning b4... it made the bones stretch out big time with the objects in the animations... so no u cant move the bones otherwise u'll get bad stretching for the animations unless u made complete new animations
OKAY! THANK YOU! That's the kind of answer I wanted. Back on topic now. I voted Mega Man BTW. *runs!*
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« Reply #400 on: November 07, 2011, 04:36:03 PM » |
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OKAY! THANK YOU!
That's the kind of answer I wanted.
Back on topic now.
I voted Mega Man BTW.
*runs!*
dude ppl were saying that all the time...
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« Reply #401 on: November 07, 2011, 04:42:12 PM » |
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Tie between Megaman and cloud right now i wonder who's gona win lol
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« Reply #402 on: November 07, 2011, 04:43:05 PM » |
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vincent valentine
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« Reply #404 on: November 07, 2011, 04:53:24 PM » |
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AWESOME!!!
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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