Topic awaiting preservation: Gmax Envelopes |
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Author | Thread |
Paranoid (IV) Inmate From: Manitoba, Canada |
posted 04-02-2002 18:34
When useing a skin animation modifier in gmax it creates an envelope around the bone. My problem is that the envelope always gets vertexes that I don't want it to. If I make the envelope smaller it starts missing some of the vertexes. Painting the wieghts on helps but not enough. |
Maniac (V) Mad Scientist From: :morF |
posted 04-04-2002 03:46
Well...remembering that I only work with 3D studio max, so it may be a little different, but I know that there is an potion to paint an exclude or include vertex thing-ma-bob, try that, it should be in hte option and paremeters for the envelop thingy. |
Maniac (V) Mad Scientist From: |
posted 04-04-2002 03:54
Skaarjj, it's the exact same system and method, at least it should be. Your thing-ma-bob sounds interesting. |
Maniac (V) Mad Scientist From: |
posted 04-04-2002 04:46
Ready for some skin vert editing? All meshed, boned and skinned? Good. Here we go for a tid-bit. |
Paranoid (IV) Inmate From: Manitoba, Canada |
posted 04-04-2002 18:41
That does it. Thanks for the help. |
Maniac (V) Mad Scientist From: |
posted 04-04-2002 19:12
No, thank you. If you hadn't asked, I probably would never have bothered until it was crunch time. One of my biggest ways of learning is figuring out other peoples' problems. Anyways, glad it worked for ya. |
Maniac (V) Mad Scientist From: :morF |
posted 04-04-2002 22:38
Why thank YOU WJ. I came accross that completley by accident one day when trying to bone a character (god that doesn't sound good), and the envelopes were pissing me off becuase it had multiple bones down the spine and the envelopes would overlap, so I investigated into a diffrenet weay to do it. A couple of months later I discovered that I should have used forward kinematics for the spine and only used inverse kinematics for the arms, legs and tail. |