If it has the same topology, you can transfer UV maps. It has to have identical topology though.
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@mg
Here are 4 solutions for scaling
https://developer.blender.org/T28006
your original post did not mention any scaling.only dupe errors.
As I mentioned from the wiki when you dupe the child disconnects the root so that's likely
Why the Ik driver is not getting scaled along with its chain,in any case the bug continues thru 2.63WARNING
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I was reading the latest thread by S13n1 and watching as Sza shot down everything the guy said. I realized that I did that here to some degree. So I would like to say the following:
Rigify, Make Human, base meshes, etc... these are all good tools that can greatly simplify the process of making a model. The problem is, they aren't "me". It's not my style. I know I am never going to be a professional (paid) game designer. My modelling work is an escape from my web programming work. Really the point isn't even to necessarily create a finished model (well at least not one that people wish to use). The purpose is education and application.
I'll shorten this...
It's almost like I'm building a shed and someone tells me "Just go to Home Depot and buy a prefab" but they don't realize that I don't actually need a shed. I want the construction education. So, if it seems like I've shot down anyones ideas, that wasn't intentional. We just aren't on the same page for what I am actually trying to accomplish. I'm not trying to just "get er done". My recent projects have all revolved around either learning and/or applying what I know. I can't do that using other people's pre-made stuff.
edit: there is another reason I don't use other people's material. I will never have to troubleshoot their mistakes. Even in the case of using something like MakeHuman (which isn't really a premade thing and more of a program). That program is super glitchy. It has a lot of potential but it's a long way from being anything I would call stable. Poser for Blender lol
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@Bluntz Thank You for the tutor.
@TM thx what is this good for?
@MG its never to late to learn more, to be better in 3d modeling. the question is if you want it to do. Have you enough "power". I thought that poser is a very good tool. BTW: Dont talk bull... Your low poly models are good.Last edited by Sza; 03-16-2014, 10:49 AM.
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I thought that poser is a very good tool
@my low polys being good - thanks! I didn't personally think they completely suck or anything but I know they could be better. I have a bit of a different view/style on modelling than I see here. It's like set in stone (or something) to build a high poly and bake it to a low poly. I don't want to do that. Actually I don't want to mess with high poly at all. I like "detailed low poly" (if that makes any sense). It's just my little style.
Actually, My ranger (as an example) would probably be an excellent place for someone that likes to sculpt to start. All of the most apparent details are modeled in, without adding ANY of the finer details and I'm pretty sure that my edge flow is really good. I say this because I applied an entire armature to the model and used bone-heat to make the weights, but I haven't had to go adjust those weights yet. It basically worked "out-of-the-box".Last edited by MadGypsy; 03-16-2014, 11:39 AM.
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@ TM
I tried MH in an earlier release a few years ago and it looked promising,however much like MG I like learning stuff from the ground up.
Do you use Blender yourself? What vers do you if so and did you do your Ogre with that? I have been looking for some detailed MD3 export tuts for Blender but dont know of any.IQM would be nice also.WARNING
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I don't use it myself, but I thought it would work for some people without modeling or anatomy skills who could put something together quickly that would look the part.
I use Blender - I always try to use the latest version so that I can use the latest modeling tools. I keep a collection of previous versions on hand as different exporters work with different versions.
The main workhorse I use for characters is ZBrush. I import a base human mesh that my son created intoZB and then build on that. I've made my own characters in time and after you've made your 8th hand it gets old.
Once I've got things looking good in ZB I'll retopo then take my new low poly mesh into blender for UV mapping and animation.Last edited by Tea Monster; 03-17-2014, 08:35 AM.
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Originally posted by Tea Monster View PostI don't use it myself, but I thought it would work for some people without modeling or anatomy skills who could put something together quickly that would look the part.
I use Blender - I always try to use the latest version so that I can use the latest modeling tools. I keep a collection of previous versions on hand as different exporters work with different versions.
The main workhorse I use for characters is ZBrush. I import a base human mesh that my son created intoZB and then build on that. I've made my own characters in time and after you've made your 8th hand it gets old.
Once I've got things looking good in ZB I'll retopo then take my new low poly mesh into blender for UV mapping and animation.WARNING
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Yeah, I used Blender 2.68 or 2.67 - I'm pretty sure they both work with the exporter. I load Dreks exporter from here.
Once that is loaded, I select the mesh that I'm exporting (you can select the whole thing if you are exporting different objects as separate MD3 objects). I then export the MD3.
When that is done, I open up NPherno's MD3 compiler and assign the names of the diffuse textures in the texture slots so that the compiled MD3 will work with the Dark Places engine. Once that is all set up, I can then export the compiled MD3.
When that is exported, I can change the suffix to .mdl and off you go!
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Originally posted by Tea Monster View PostYeah, I used Blender 2.68 or 2.67 - I'm pretty sure they both work with the exporter. I load Dreks exporter from here.
Once that is loaded, I select the mesh that I'm exporting (you can select the whole thing if you are exporting different objects as separate MD3 objects). I then export the MD3.
When that is done, I open up NPherno's MD3 compiler and assign the names of the diffuse textures in the texture slots so that the compiled MD3 will work with the Dark Places engine. Once that is all set up, I can then export the compiled MD3.
When that is exported, I can change the suffix to .mdl and off you go!WARNING
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MG have a look at this
There are several short cuts and techniques he uses that may help you with your advanced rigging.
Last edited by bluntz; 03-19-2014, 09:44 PM.WARNING
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The still for the video looks promising but this guy is boring the hell out of me. It's 5 minutes into the video and he hasn't said or done anything relevant yet.
@TM - no I don't think this has anything to do with rigify It would seem he is going to build a rig from scratch. He better get to it, too. I have about 45 seconds of patience left.
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