lfnetwork.com mark read register faq members calendar

Thread: need help with Psyk0Sith tutorial
Thread Tools Display Modes
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Old 06-11-2009, 12:10 AM   #1
sms8080
Lurker
 
Join Date: Jun 2009
Posts: 7
need help with Psyk0Sith tutorial

I followed Psyk0Sith tutorial on his site, and first of all its a great tutorial. I'm just having some problems with my model though and I've tried a long time to fix it so now I'm resorting to this forum. I took someone else's model and modding it.

First problem is when wielding dual sabers, the left one is on the top of his hand and pointing in the wrong direction, although on multiplayer it is held correctly. Secondly the hands are distorted and stretched when in the game very weird.

It looks like a Xform issue from 3d studio max but I even collapsed the mesh pieces and xformed like three times and re-weighted but still it won't go away. I have no clue how to fix it.

It seems to only be affecting the left hand, right hand and the left arm. The arm looks bent kind of strange. This seems to only happen in SOME of the animations such as the one in the intro when Jaden is sitting in the spaceship before Rosh comes to him. Some of the lightsaber stances his fingers arent distorted, and some of them they are.

One more thing I noticed in the tutorial mc5 bone is mentioned yet in the Kyle skeleton skinwrap tutorial file the MC5 bone isn't there....
sms8080 is offline   you may: quote & reply,
Old 06-11-2009, 07:40 AM   #2
Psyk0Sith
3D Tech Support
 
Psyk0Sith's Avatar
 
Join Date: Jul 2002
Location: Adanac
Posts: 2,072
Veteran Modder Helpful! 
I'll be back later to help out...sit tight.

Psyk0Sith is offline   you may: quote & reply,
Old 06-11-2009, 04:44 PM   #3
sms8080
Lurker
 
Join Date: Jun 2009
Posts: 7
thanks!. I figured out the saber problem, if I type playermodel player in the console it reloads the model with the sabers in the correct positions. However still the distorted hands and slight arm persist. I'll post some pictures here so you have a better idea of what it could be.

http://tinypic.com/view.php?pic=16ib803&s=5
sms8080 is offline   you may: quote & reply,
Old 06-11-2009, 07:10 PM   #4
Psyk0Sith
3D Tech Support
 
Psyk0Sith's Avatar
 
Join Date: Jul 2002
Location: Adanac
Posts: 2,072
Veteran Modder Helpful! 
Alright, mc5 is not part of the JA skeleton so it's left out or deleted.

I'm guessing the same distortion happens in modview, correct?.

First cause:
If you moved bones of the arm/hand out of their original position it will distort the mesh when anims of those joints are triggered.

2nd cause could be a weighting error:
What happens if you select the lhand bone and rotate it in max? do the same with the rhand bone. If nothing happens, try rotating the first bone of each finger to pinpoint the problem.

Sometimes stray verts are assigned to bones we didnt intend to, or its a mistake on our part, i've had a few of those myself. If you cant find anything wrong, i can take a look at the max file.

Psyk0Sith is offline   you may: quote & reply,
Old 06-11-2009, 07:34 PM   #5
sms8080
Lurker
 
Join Date: Jun 2009
Posts: 7
I can send you the .max file, I dont think any stray verts are the problem. I think if anything the skeleton may have been moved at some point
sms8080 is offline   you may: quote & reply,
Old 06-11-2009, 07:42 PM   #6
sms8080
Lurker
 
Join Date: Jun 2009
Posts: 7
here is the .max file and the model folder with textures etc
http://www.yourfilehost.com/media.ph...file=model.rar
sms8080 is offline   you may: quote & reply,
Old 06-11-2009, 07:57 PM   #7
sms8080
Lurker
 
Join Date: Jun 2009
Posts: 7
Oh and yes the same distortion happens in modview. Just when rotating and pivoting joins in 3dsmax it does not occur.
sms8080 is offline   you may: quote & reply,
Old 06-11-2009, 11:36 PM   #8
Psyk0Sith
3D Tech Support
 
Psyk0Sith's Avatar
 
Join Date: Jul 2002
Location: Adanac
Posts: 2,072
Veteran Modder Helpful! 
Hmm yeah the hands have a bunch of stray verts and the skeleton has been posed instead of being the default stance.

For example, the wrists are wonky because their joint (edge for bending if you prefer) are not placed correctly over the bones pivot points. Just by rotating rhand you can clearly see its not placed properly, the only fix is to adapt the mesh by rescaling it or adding edges where needed for the bend to occur.

Psyk0Sith is offline   you may: quote & reply,
Old 06-12-2009, 08:53 PM   #9
sms8080
Lurker
 
Join Date: Jun 2009
Posts: 7
i put a edge over the bend point and still it stretches weird
sms8080 is offline   you may: quote & reply,
Old 06-13-2009, 11:31 AM   #10
Psyk0Sith
3D Tech Support
 
Psyk0Sith's Avatar
 
Join Date: Jul 2002
Location: Adanac
Posts: 2,072
Veteran Modder Helpful! 
Here's a quick how-to for joints



You can read more info on this website:
http://www.pig-brain.com/tut02/tut02_01.htm

Psyk0Sith is offline   you may: quote & reply,
Old 06-13-2009, 10:19 PM   #11
sms8080
Lurker
 
Join Date: Jun 2009
Posts: 7
Smile

thanks!
sms8080 is offline   you may: quote & reply,
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > JediKnight Series > Editing Central > General Editing > need help with Psyk0Sith tutorial

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 05:55 PM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.