Slyrr
01-22-2005, 05:32 PM
I've signed on to help with modelling and animating for the HexenTC using the DOOM3 engine. I'm doing some of the beasts they'll be needing.
I use 3d MAX 4.2, which I know is older, but I can't afford $3000 to buy it again. I always animated with MAX's character studio plug ins, BIPED and PHYSIQUE. But I'm told that Doom3 'just can't' accept any model animated with physique. I have to use MAX's SKIN modifier instead. I don't know why, since both modifers do essentially the same thing. I'm just familiar with Physique and not familiar with SKIN.
But since I must now get familiar with SKIN, I've gone thru several tutorials on the web. However, they all seem to end before one CRITICAL point is explained....
How do you assign vertices to a control envelope on an INDIVIDUAL level?
In physique, the subobject mode in MAX let you select areas of a mesh by VERTEX, LINK, and ENVELOPE. For example, if you have a medium poly detail HEAD, with a bone for the head, and another for the jaw, and you assign PHYSIQUE, you would probably find some vertices that should be stationary on the HEAD (like in the area of the cheekbone or upper mouth) moving when you rotate the lower JAW bone.
In Physique, you could select the errant vertices individually, and then "ASSIGN TO LINK", select the head link and lock them. Then the lower jaw would no longer affect those vertices.
But with MAX's SKIN modifier, I see no such way to control individual vertices. All the settings and such seem geared to control the shape and influence of the ENVELOPES. I can move the envelopes, adjust their falloff rate, but no matter how carefully you refine the envelopes, there are still overlapping areas with lots of vertices and you get ugly flyaways with bones near the jaw as described before.
The "PAINT WIGHTS" doesn't seem to allow for much control. There are the "exclude" and "include" vertex buttons, but there are no tutorials on what they do, not even in the MAX HELP files.
Does anyone know a way to accomplish this? Or where to find a tutorial that shows you how? Unless I can select individual vertices on a mesh with the SKIN modifier, and assign those vertices to specific envelopes, I'll never get these meshes to animate properly.
Any help is appreciated.
Thanks in advance,
Slyrr
I use 3d MAX 4.2, which I know is older, but I can't afford $3000 to buy it again. I always animated with MAX's character studio plug ins, BIPED and PHYSIQUE. But I'm told that Doom3 'just can't' accept any model animated with physique. I have to use MAX's SKIN modifier instead. I don't know why, since both modifers do essentially the same thing. I'm just familiar with Physique and not familiar with SKIN.
But since I must now get familiar with SKIN, I've gone thru several tutorials on the web. However, they all seem to end before one CRITICAL point is explained....
How do you assign vertices to a control envelope on an INDIVIDUAL level?
In physique, the subobject mode in MAX let you select areas of a mesh by VERTEX, LINK, and ENVELOPE. For example, if you have a medium poly detail HEAD, with a bone for the head, and another for the jaw, and you assign PHYSIQUE, you would probably find some vertices that should be stationary on the HEAD (like in the area of the cheekbone or upper mouth) moving when you rotate the lower JAW bone.
In Physique, you could select the errant vertices individually, and then "ASSIGN TO LINK", select the head link and lock them. Then the lower jaw would no longer affect those vertices.
But with MAX's SKIN modifier, I see no such way to control individual vertices. All the settings and such seem geared to control the shape and influence of the ENVELOPES. I can move the envelopes, adjust their falloff rate, but no matter how carefully you refine the envelopes, there are still overlapping areas with lots of vertices and you get ugly flyaways with bones near the jaw as described before.
The "PAINT WIGHTS" doesn't seem to allow for much control. There are the "exclude" and "include" vertex buttons, but there are no tutorials on what they do, not even in the MAX HELP files.
Does anyone know a way to accomplish this? Or where to find a tutorial that shows you how? Unless I can select individual vertices on a mesh with the SKIN modifier, and assign those vertices to specific envelopes, I'll never get these meshes to animate properly.
Any help is appreciated.
Thanks in advance,
Slyrr