DeFi
09-06-2007, 01:40 PM
Hello,
I'm just about rigging and skinning a snake like character in 3dsmax8 and I can't find a solution for the following problem:
I have two meshes of the character(same topology and vertex numbers) both equipped with a skin modifier and a different individual set of vertex/bone weight assignments. Now I discovered, that the envelopes of mesh1 work perfect for the lower part of the character, while the envelopes of mesh2 work perfect only for the upper part of the character.
No problem, I thought and saved the envelopes of mesh2, to import only the ones for the upper part into the skin modifier of mesh1. Deleting the unwanted envelopes in the import dialog and name-matching them (thus effectively filling the gaps with <empty>) imported the desired envelopes from mesh2, but zeroed all other envelopes from mesh1. I played around with the import options for quite a while, but nothing seems to be able to get this right.
Then I came up with a workaround: I put an edit-mesh modifiers on both meshes, deleted the unwanted parts and skin-wrapped them to a third copy of the mesh. This works fine, as long as I don't convert the skin-wrap modifier to a skin modifier. After converting to a skin modifier, a lot of vertices receive random weights and spike out of the mesh on deformation. I tried quite a lot parameters for the skin-wrap modifier, but nothing keeps the vertex weights from going frenzy.
Now, I've ran out of solutions and would be very glad, if anyone could help me.
Greetings
DeFi
I'm just about rigging and skinning a snake like character in 3dsmax8 and I can't find a solution for the following problem:
I have two meshes of the character(same topology and vertex numbers) both equipped with a skin modifier and a different individual set of vertex/bone weight assignments. Now I discovered, that the envelopes of mesh1 work perfect for the lower part of the character, while the envelopes of mesh2 work perfect only for the upper part of the character.
No problem, I thought and saved the envelopes of mesh2, to import only the ones for the upper part into the skin modifier of mesh1. Deleting the unwanted envelopes in the import dialog and name-matching them (thus effectively filling the gaps with <empty>) imported the desired envelopes from mesh2, but zeroed all other envelopes from mesh1. I played around with the import options for quite a while, but nothing seems to be able to get this right.
Then I came up with a workaround: I put an edit-mesh modifiers on both meshes, deleted the unwanted parts and skin-wrapped them to a third copy of the mesh. This works fine, as long as I don't convert the skin-wrap modifier to a skin modifier. After converting to a skin modifier, a lot of vertices receive random weights and spike out of the mesh on deformation. I tried quite a lot parameters for the skin-wrap modifier, but nothing keeps the vertex weights from going frenzy.
Now, I've ran out of solutions and would be very glad, if anyone could help me.
Greetings
DeFi
