Tiberius
09-11-2002, 11:29 PM
Here is an image of some shoulder woes I am suffering with Renderware's animation system.
Renderware uses a rigid binding system that allows blending of up to 4 links to influence a vertex (that translates to roughly 0%, 25%, 50%, 75%, and 100%). That isn't a problem usually, but since this is my first high-poly character using Character Studio and Renderware, naturally the shoulders (and butt) are looking more like twisted rags and broken glass than human body parts.
I admittedly made the mistake of thinking I could grab an old 18,000 poly character and reshape her into a 4,000 poly PS2 friendly model with no problem. It seems my modeling methods have changed dramatically since the old 3ds DOS days and I had a heck of a time untangling that old poly heavy mesh into anything usable. Given the chance to start over, I would simply go the "from scratch" route and save a lot of headaches, but hindsight ...you know the rest.
I am just looking for suggestions to help alleviate the shearing problem evident in the small bottom center image.
Thanks all.
Renderware uses a rigid binding system that allows blending of up to 4 links to influence a vertex (that translates to roughly 0%, 25%, 50%, 75%, and 100%). That isn't a problem usually, but since this is my first high-poly character using Character Studio and Renderware, naturally the shoulders (and butt) are looking more like twisted rags and broken glass than human body parts.
I admittedly made the mistake of thinking I could grab an old 18,000 poly character and reshape her into a 4,000 poly PS2 friendly model with no problem. It seems my modeling methods have changed dramatically since the old 3ds DOS days and I had a heck of a time untangling that old poly heavy mesh into anything usable. Given the chance to start over, I would simply go the "from scratch" route and save a lot of headaches, but hindsight ...you know the rest.
I am just looking for suggestions to help alleviate the shearing problem evident in the small bottom center image.
Thanks all.
