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Author Topic: Weird foot Problem :(  (Read 3833 times)
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Sacred Myth
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« on: December 10, 2011, 06:10:51 AM »


Can someone help me with this frustrating problem? It seems every import i do everything is good untill i get to the feet its all messed up. This has happend to 5 models i've done -_- . Help would be gladly appreciated. 

Pics in spoiler :3


Cheers, mates! Kirby Dance
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SonicBrawler
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    « Reply #1 on: December 10, 2011, 06:15:49 AM »


    You should probably see a doctor about that.
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    Sacred Myth
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    « Reply #2 on: December 10, 2011, 07:15:20 AM »


    You should probably see a doctor about that.

    I should, but i have no money or insurance to go see one. Any donations would be accepted thank you kind sir.
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    nanobuds
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    « Reply #3 on: December 10, 2011, 01:42:22 PM »


    are the feet vertices rigged to the foot bone?
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    Sacred Myth
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    « Reply #4 on: December 10, 2011, 04:56:12 PM »


    uhh, I believe so but this model the girl is wearing heels :s im so lost on this lol but uhh take a look at this pic if you can Tongue also is there a way to delete vertices? without it removing a selection of where it was assigned.
    Hope there is some way for me to fix this...

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    Segtendo
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    « Reply #5 on: December 10, 2011, 05:05:18 PM »


    You should ask in model help.
    http://forums.kc-mm.com/index.php?board=43.0
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    nanobuds
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    « Reply #6 on: December 10, 2011, 05:12:00 PM »


    judging from the pic, the vertices just arent rigged to the right bone.
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    Sacred Myth
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    « Reply #7 on: December 10, 2011, 05:21:31 PM »


    Oooh okay, here comes the noob question :3, so i would just go into edit mesh mode and move the vertices to the feet bone? just select the ones underneath the bone and just move them up? but wouldn't that cause a weird stretchy problem lolol? Sorry about this my first time trynig this and im very nooby as you can tell :3.
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    Segtendo
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    « Reply #8 on: December 10, 2011, 05:57:44 PM »


    Once you rotate the bone, do NOT go into the edit poly/mesh modifier. Stay in the skin modifier, tick the "vertices" box, select the problem vertices, then weigh them.
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    Segtendo
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    « Reply #9 on: December 10, 2011, 06:14:39 PM »


    I'd rig the back half of the foot to the foot bone and and front half to the toe.
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    Sacred Myth
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    « Reply #10 on: December 10, 2011, 06:44:51 PM »


    Ooh, before you sent that i already started lololol and i failed once again i did this


    weighed it and it still had that stretchy area lolol
    I usually am not a quitter, but I've been working on this for three days and cannot just get this one part that seems simple, but yet is so confusing to me... I'm going to try what you said and if that doesn't work, could i please just send you the .max file if you don't mind.

     

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    Segtendo
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    « Reply #11 on: December 10, 2011, 07:14:51 PM »


    What the heck is "Vol. select"?
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    Sacred Myth
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    « Reply #12 on: December 10, 2011, 07:36:51 PM »


    I have no idea lololol something i didn't mean to clicked didn't do anything inside of it though i just closed and re opened my max file lolol.
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    Sacred Myth
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    « Reply #13 on: December 11, 2011, 09:37:24 AM »


    Problem solved this morning, finally!! Thx Nanobuds and Santendo!!
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