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alaris
06-22-2002, 05:13 AM
I finally got my model into the game (It's a model based of my Star Wars RPG character---has a kind of solid snake look about him in his costume). The left arm was flipped (you see the opposite face, and the nears faces are invisible). So I flipped it in 3ds Max and it was normal in the game. Go figure.

Also, what's the deal with the caps? I assign all the vertices 100% to one bone around the cap, but I still get "seams" issues where the mesh deforms differently making varying gaps of invisibility.

The tutorial from spacermonkey says to assign cap areas 50%-50% to the two bones affected by them. Is there any way to ensure exactly 50%? Even when I make the power .5 while painting the weights, it doesn't always make the verticies orange (sometimes yellow and blue).:confused:

Any help here would be great.

Thanks

KapnKeg
06-22-2002, 04:42 PM
Say you want to weight a certain vertex so that it's controlled evenly by two independant bones. (ex. rhumerus and rclavical) One way to do this is by going to Paint Weights in the parameters rollout of the skin modifier for rhumerus. You could change the paint strength to 1.0 and select your vertex (or vertices). This gives total control to the rhumerus bone, making sure that absolutely no other nearby bones have even the slightest little bit of influence. Now, you do the same thing with you rclavical bone only with the paint strength set to 0.5. This give half of the control to rclavical and there it is, two bones sharing exactly half of the control over a given set of vertices. Hope it helps.