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View Full Version : Selecting Vertices when rigging...A simple way?


TNTJack
11-21-2002, 10:52 PM
Hi everyone,

I am doing a simple exercise of rigging a mesh using bones and the skin modifier. My intention after I learn how to rig is to model a robot, and I am planning to do its parts independently as editable polys, then attach everything into one single mesh, so there will not be any deformations (like a metal armor). To do this, I need one bone to influence just one part (for example, a forearm). But I have found that to select the vertices I have to do it manually, instead of what would be much easier: going down the stack to editable poly, or to meshselect, and selecting the forearm as an element, then converting the selection to vertices (using Ctrl+subobject mode), and going back to the skin modifier. But such modifier doesnīt keep the selection I made. And doing it manually can be a pain if the mesh is complex (having several elements overlapping in the viewports).

I have been searching in the help files, and in tutorials through Google, and it doesnīt seem to be such easier and logical way to do it.

Am I missing something, or is it just the way it is? If so, I wonīt even bother modelling the thing.

I will appreciate any help. Thanks a lot.

kary
11-21-2002, 11:06 PM
Why would you make it all one mesh? Why not just leave everything seperate and link to the appropriate bones? Or, if the mesh is really light, just use the objects themselves?

TNTJack
11-21-2002, 11:27 PM
I am embarassed! I missed that one. It couldnīt be more simple. Just having the parts as separate objects, then linking every object to its bone. I was going through the wrong and unnecesarily complicated approach. Skin or physique are for cases when you DO WANT deformations...

Thanks, and sorry for the stupid question.

kary
11-22-2002, 03:20 PM
Ah, I thought there would be a complicated reason as to why you had to do it that way ;)

Easy to find yourself thinking skinning after doing rigging ;)

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