03-04-2005, 05:40 PM | #76 |
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Ahhhhhhhhhhhhhhhhhhhhhh, bones are driving me crazy, i cant get the axis of the bones to follow the finger, i mean why is somthin so simple so imposible
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03-04-2005, 05:58 PM | #77 |
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maybe you shoudl rig the hands in layout rather than modeller.
not the best solution but it may sort your problem |
03-04-2005, 08:41 PM | #78 |
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Ok, ive got the rig sorted, and all the Axis's are right for rotation.
Next problem When i move the guy from the hip, u can see the vest tear at his back-side. Just wondering how some1 would tackle this, I was thinking weightmaps, but just wanted to know what ppl thought |
04-04-2005, 09:25 AM | #79 |
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yeah, a weight map is how i would fix the problem there, need to be careful about what exactly is moving what for the vest when applying them though otherwise you might get it cutting into the abdomen. Good luck
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04-04-2005, 02:07 PM | #80 |
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Hi man, I seen your driving yourself up the wall with the pivot point problem!
Ever thought about moving the pivots? Well if you can move them you can rotate them, took me ages to figure it out too, try rotating the pivot in layout, if not modeller. I think that should help. Cheers Alan |
04-04-2005, 05:16 PM | #81 |
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Hmm, ive added weight maps to fingers, and when i asign the maps to the bones in that finger, the mesh dosent seem to stay together, any1 know whats up, driving me mad
Last edited by davie563; 18-04-2005 at 07:23 PM. |
04-04-2005, 05:20 PM | #82 |
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looks like you might have missed a poly in the finger map, have a look at the map in weightshade view in modeler and see if there are any gaps in the red
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04-04-2005, 05:21 PM | #83 |
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Your bone are wrong maybe, try rotating moving them.
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04-04-2005, 07:03 PM | #84 |
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I got the Hands sorted, i did 3 weight maps for the index and ring finger, this meant the other fingers didnt have another finger near them to influence, and everything look good, a few streches on mesh, but all in all, good. Cant get it perfect i suppose, possible the mesh is to dense, but im happy, from the view i want it nice and smooth
Now its onto the vest and legs, keep ya updated |
05-04-2005, 12:55 PM | #85 |
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I have noticed alot of you guys are going into high poly counts.
To achieve what you guys have you dont need as much, you probably know this but, if you are in modeller, press tab and that sub-patchs the model, Just so you can have a smooth model without the high poly count. One of the big problems for people was the render times of their animations, ok alot of them used silly amounts of radiosity and anti aliasing, but their were a few that froze their models when it didnt need to be. Just think if you need to do it and if you dont, also check out the normal mapping tutorial on this site, low poly high detail. Works for me. |
05-04-2005, 01:13 PM | #86 |
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yeah, i agree, but sometime u get holes in the mesh when a 4-pont poly is twisted to a certain extent. If u convert it to triangles, ur mesh stays perfect. My whole factory scene is about 100k-150k polys including the character, Mine renders in about 60sec with Anti-A on Medium and Volumetrics on Medium, i dont think the count will get any higher, so i should be ok
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05-04-2005, 04:17 PM | #87 |
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You`ll find when you sub-patch you some times get wholes in your mesh, but its not wholes, all it is is the normals have been flipped.
So to counter that is when sub-patched, select the poly at fault and press " f " it will flip the normal and your mesh will be whole again, or just make you material double sided. |
05-04-2005, 07:05 PM | #88 |
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no ur wrong there, when a four-sided poly is rotated to a certain point it will create a hole, if u make it traingles this wont happin, 3 point polys dont do that. And u dont want to make things double sided, just adds to render times
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05-04-2005, 07:36 PM | #89 |
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Ah yeah, I stand corrected, I always use three point polys anyways lol.
Although any time I did have a missing poly, its easy enough to fill it in, with (p) selecting point clockwise. Bit rusty lmao. |
05-04-2005, 07:49 PM | #90 |
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well, u were right about the bit when ur modeling it, sometimes u do get polys that are invisible, and u just flip them back
By the way, what have u got to re-do, will we see any threads from u with upcoming work :p |
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