Im trying to make a Mechanical Character, But I MUST, Smooth bind the mech, and personally, Wieghts always give me trouble, and not the result i want. Soo i came here begging you for assistance. I need to have a group of vertex at my disposal, and attach them to a Joint, and i know thats how smooth bind works but i want absolute wieght value on the bone and only that group of vertex that were chosen, are the only verticies available for the joint to manipulate. I know the solution of Parenting the joints to the Individual mesh's, But i need to have one giant mesh and not have them seperated. My question is How do I get a Mechanical effect with smooth bind or Rigid bind, but have it move not organically but rather Mechanically?
On top of all that, I have another concern, (I attached an image of my Situation). I need to make 2 Joints act as one joint.(the pic will explain for both questions. How do i go about doing that??? Thanks in advance, and sorry about the annoyance.
Binding shouldnt be a problem, you could just ysue culsters instead of rigd bind byt its teh same thing anyway.
As for thew bone well thing i this sinc ethe bone is jsut a representation ofd chain up you can meke the 2 bode out of supprise supprise on straight bone, the sytem only realy accounts ror the joit. so even if you have a u shapoeb betrr you could just connect it straight the result is the same.
Hey, thanks for the advice, but, the mesh im working on is for a Video game and i need to export it, soo it works and i need the joints soo that physics in the game can use the skeleton as a Rag doll and move it properly. Sorry if i made no sense but I know nothing about clusters and how they are made, and if they will be supported in a Video game. Just for Reference, im planning on exporting this character into the Unreal Engine 3. Heres a better look at the engine and its specs for everything, Inluding animation. Unreal Tech Site
QUOTE But i need to have one giant mesh and not have them seperated
That doesn't mean you cannot have multiple poly shells in your mesh as animations on single shell would look strange for the mech character - no matter how you bind it.
Anyway, use rigid bind: select a single bone in chain, select vertices you want it to affect, do rigid bind with "selected jonts" option. Repeat for all joint/vertex groups.
Thanks alot, Big help. Ill try that and see how it comes out. Actually it was over 18 different meshes, and personally I might make it only 3-6 different mesh's, and try that out. Thanks again, Greatly appreciate it.
well if you MUST have thiose bones wich i dont think you do! because it would just be extra info for the ragdoll einge it does not use then make the boe structure in maya liek i said and make a exportted bone dtructure thats bound to this wich is exported.
Anyway i think the ragdol sytem would realy liek it if youd sckip the exxtra joint as its stufpid calculation insteaqd adjust the collision objects shape.
Thanks Joojaa, I did what you sugested and Its MUCH ESIER!!! I took away the extra bones and now i only have, not only less Data, but easier control!!!! Thank you!!!
Just a minor question, Can i use my Rigid Bind on the leg and then add FBIK to it, and will it affect the Rig??? Or is FBIK only for nonrigged characters? I have very little experience on FBIK and im still trying to learn it.