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LeJomphe's Avatar
Old (#1)
Where else can one start a post with... "Well, I was boning my horse ... ". (never heard that one before I'm sure [img]/images/graemlins/smile.gif[/img] )

Actually, I just realised after physiquing and setting the bone influences on the model that I accidentally duplicated the head nub somewhere along the line.

Is there any way to modify the structure of your skeleton in 3ds max without losing all your vert assignations ?
Offline , vertex, 35 Posts, Join Date Oct 2004, Location Canada, Quebec  
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ether's Avatar
Old (#2)
try using the physique tools set created by Anthony Delen - http://www.anthonydelen.com/script_physique.htm

You can save out your vert assignments using this script and re-structure your skeleton then import the wieghts back in, providing that bone/biped names stay the same
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LeJomphe's Avatar
Old (#3)
Thanks, I'll give it a shot.

While we're at it, is there any better way to find a vertex with a zero weight assignation other than to click all the verts one by one and look ?
Offline , vertex, 35 Posts, Join Date Oct 2004, Location Canada, Quebec  
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Snowfly's Avatar
Old (#4)
sure, animate the skeleton forward from the COM, and any vert that gets left behind isn't weighted. [img]/images/graemlins/smile.gif[/img] i get the feeling you were looking for something more along the lines of a vertex weight table though.
Offline , dedicated polycounter, 1,874 Posts, Join Date Oct 2004, Location Singapore Send a message via MSN to Snowfly Send a message via Skype™ to Snowfly  
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FatAssasin's Avatar
Old (#5)
I've said it before, and I'll say it again... Unless you're forced to by engine requirements, use Skin. It's much easier to work with, especially when making change to the skeleton.
Offline , polycounter, 813 Posts, Join Date Oct 2004, Location Kirkland, WA  
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LeJomphe's Avatar
Old (#6)
Would using skin with a regular Character Studio biped skeleton cause problems ?
Offline , vertex, 35 Posts, Join Date Oct 2004, Location Canada, Quebec  
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