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View Full Version : How to bind mesh into pre-animated skeleton/bones ?


jonima
11-17-2011, 03:48 PM
Hey there! I can say i am pretty much experienced in advanced modeling and basic to medium rigging. I develop a game and i will need a way for 3ds MAX or Maya, or even introduce a new software, in which you can animate bones/skeleton or the rig itself, and then bind any meshes in it. For instance: I want one or more meshes to have the same animations of a skeleton. Just like in games. I dont think the developers create a different rig for each of the hundred models in the game. Thank you for your interest. :applause:


PS: Some time ago i watched a vid in youtube in which there was a program and you imported your .fbx or .obj model, adjusted your bone skeleton, which had some basic animations like walk or run, and then the program binded the mesh and the skeleton so you could see the mesh walking and running. (doing accordingly to the animation of the skeleton)

MattRennie
11-18-2011, 10:37 AM
Take your skeleton which is animated and make a new animation of it in a 'bind pose' effectively the pose in which your model was animated.

With this bind pose animation on your skeleton you then bind the mesh to the skeleton in that pose. Once that's done, reload your other animations onto the skeleton and your mesh should deform with it.

If you are wanting something to automagically do the binding part for you then you're asking for something very clever - in my experience, nothing automatic will give you results as good as doing it by hand.

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11-18-2011, 10:37 AM
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