<opening a can of worms...>
Zwerkules wrote...
The body is one skinmesh and the head with the neck another. In one animation the head is moved so far that
there is a gap between the body and the neck. Now if only the neck was a little longer the gap would be gone, but
when I try to edit the mesh Gmax tells me that the skin modifier depends on it and changing the mesh may have
undesired effects. Do I just ignore the warning, add some faces and then paint the bone weights on the added faces,
or do I have to remove the skin modifier, do my changes, add the skin and bones etc again? '>
To be clear, your head and neck are a skin mesh weighted on a neck and head bone geometry, yes? The key there is that bones can be used for more than one skinmesh, so weight the bottom ring of verts on the neck 100% to the top torso bone. That way the bottom of the neck is stuck like glue to the default position (which should coincide with the neck-hole on the body skin, *also* 100% to the top torso bone.
The middle verts of the neck should be partially influenced by the top torso but mostly influenced by the neck bone. Then you transition the head mesh over to the head bone under the jaw, so that if the head bone turns, the twist is in the neck. Weight all of the head verts 100% to the head bone. Hair, if it's dangly, should *not* be skin and should be linked to the head bone.
( pic )
Most of the animations work well, but there's the one shown in the screenshot where the lower part of the leg goes right through the upper part. If I change the bone weights it might break other animations and almost all the other animations work well. I think it should be the animation that should be changed. Since I've never done that before I could use some help. Is there anybody willing to fix that animation?
There is another animation where the hands are raised far above the head and the arms are crossed there.
This deforms the arm pits alot.
My beginner skills are not enough to fix this by changing the bone weights without making some other animations look bad instead. Maybe someone with more experience with skin meshes can fix that.
I have a need for that luscious thing ;-) So I'd be willing to look at it, work with you on it (in chat right now, in fact).
I'm seeing a lot of seams in the mesh, so it looks like you've mostly just converted the nymph pieces into a single, multi-element mesh.Edit: We might go faster if I repurpose my Damned: Heartless model (just replace the head, since it's the eyes I'm having problems with, anyway :-P
( click to see eye issue )
The Damned skinmesh is a two-part torso-legs & shoulder-arms to allow me to have more bones in the arms (I want to animate those hands, eventually ;-) It's not perfect, as I got quite frustrated with the eyes, which turn sideways in combat and get stuck ;-P /end edit
This dryad got the animations from the Bioware nymph model which has a dancing animation which overrides the taunt animation. Can I rename it to one of the names of the custom animations so I can use both animations?
If so, I'll also add the giggle animation from the Bioware drayd which overrides the laughing animation and make that a custom one.
That *is* a bit of a can of monkey-worms :-P
Renaming the anim on the rollout is fine, but that doesn't actually move any keys.
You must be precise with that.
So you rename the anim... (by the way, the custom anims have a start, loop and end slot, so you are breaking up a single anim into 2 or 3 parts).
Then you decide where to import the regular taunt anim. (write down the frames!)
Use the anim mapper to grab the normal taunt anim from another female model, mapping each piece to the proper bone... in the proper frame.
So it *can* be done, but it's a bit of skull-sweat to make it work. Save often to multiple backups :-)
If there's someone who wants to take a look at the model and maybe fix it, I'll upload it.
Please :-) Do you Dropbox ;-)
Edit: This model uses an NWN2 head made by Xaltar which is rather high poly but looks good and I'd rather not replace it by a low poly one. The whole creature has about 6000 polygons. Is that too much even for a boss type creature?
I forget exactly where the Danmed are, but they are around that mark. My metallic dragons (languishing in Cestus' cob-web-shrouded forge) are around 10,000. These work fine on my budget laptop (for bosses).
<...like he expects a barrel of monkeys>
Modifié par Rolo Kipp, 20 octobre 2013 - 09:15 .