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JeT
11-04-2003, 01:56 AM
Hey all, I was wondering if someone could help me out. Ive got a character, but I want his head separate to the body, so I can animate it separately (less system slowdown). Problem is the seem between the two objects. They have instanced meshsmooth, same texture, and are using no smoothing groups.

How can I get rid of the seem? I remember this being done but I forget how.

mef
11-04-2003, 02:22 AM
If you plan on using morph targets for his animation, make your morph (I'm assuming you're using morph targets for the facial animation) targets first and then, using the "edit mesh" modifier, attach the head to the body and weld the verts. You will still be able to access the morpher because the attachment of the two elements is in the stack.

Marc

JeT
11-04-2003, 02:28 AM
Hmm, actually I'm not planning on using morph targets for facial animation. Is there a way of getting rid of the seem?

mef
11-04-2003, 02:51 AM
The only way to get rid of the seam is to weld the verts together. You could try to hide it with a well designed texture map, but the seam will still be noticable at certain angles.

Marc

JeT
11-04-2003, 03:22 AM
hmm damn I thought there was a way to it. Oh well thanks anyway.

Stroker
11-04-2003, 04:55 AM
While the head is seperate, copy it and do your morph targets and all that jazz. Eventually go back to the original head and add Morpher to the stack.
On top of that, add Edit Mesh and attach the body. Even go so far as to weld the verts.
After that, it's just a matter of Skin, MeshSmooth, or whatever.

Example Stack:
- MeshSmooth
- Flex
- Skin
- Edit Mesh
- Morpher
- EMesh or EPoly

At least, I think that's right.

JeT
11-04-2003, 05:22 AM
Is there a way of getting rid of the seem?? They are two seperate objects! I'm not using morph targets!

I dont plan on attaching the two objects together, I plan on using bones to keep them together.

That way I can have less system strain with enormous modifier stacks!

salmonmoose
11-04-2003, 05:37 AM
You have a few choices;

You can as the others suggested, weld them together in an edit mesh modifier, this SHOUDLN'T slow things down for the interface, because you can turn that layer off while you are editing.

Or, you could raise the joint up the neck, if you're lucky it will be less visable about halfway up the neck otherwise you can mask it nicely under the rim of the jaw-bone.

As a last resort, you could also weld it all back together, apply a single layer of mesh smooth, collapse the mesh and break the model appart again. It should work, but really it's not the best solution.

The seam is caused by meshsmooth not knowing which direction the planes are going between objects. The best solution is welding it together, and if you turn the modifier off it won't make any difference to performance.

coffeepenguin
11-04-2003, 07:16 PM
The simplelest way I've found of doing this is to model a cape/shirt/necklace/shoulderpad/ect to cover up the seem. It's the only way I can think of if you don't want to weld the two together

JeT
11-06-2003, 09:44 AM
Thanks antrent, I've solved my problem :D Your talk of the meshsmooth not knowing which way the polygons go made me remember ! What I've got going on here is some overlapping polygons, with 2 columns of polys having a transparent texture on each object in a formation corresponding to their object relation! Now see? No seem! Cheers! Now I can have less strain. I dont care what some of you say; the Skin modifier is buggy and slow, and with all the mucking around I do adding new objects and experienting with new ideas, it always seems to stuff up or gets really slow. This way I can have it all organised! and I can keep working on the head as I need to without worrying about vertex assignments changing on me.

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