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.
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.
