View Full Version : script for cutting my charcter for lowpoly version?
binary_trips 04-30-2003, 05:50 PM ok, i want a low polyversion of my character and parent the cutted pieces under the joints - but its pain in the ass to cut all the geo and parent it under....
maybe some a script who can help me?
thx in advance...
binaryTrips
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Levitateme
04-30-2003, 11:32 PM
hey, there
couldnt you just reduce the model?
Polygons>reduce>
then use that?
binary_trips
05-01-2003, 10:28 AM
yes you are right, but when i duplicate the mesh all my weights are lost for the new geo...maybe some one has a good workflow for this issue... ?
Levitateme
05-01-2003, 10:30 AM
ok are you doign this foranimation? like you want to transfer your painted weights or whatever over to a low poly res model? If you want to do that maya has that built in, plus there are scripts on highend . if thats not right just reply
augustus
05-01-2003, 10:49 AM
but when i duplicate the mesh all my weights are lost for the new geo
You can copy skin weights to new one. Just select source mesh, then shift-select new one and edit smooth skin -> copy skin weights.
Edit : But Levitateme already said you can do this. Sorry didn't read carefuly:p
Levitateme
05-01-2003, 10:50 AM
yes that's what i was talking bout' i didnt know if thats what you were going after or not.
Ciao
binary_trips
05-01-2003, 02:18 PM
hey thanks guys thats cool :-) it workz....
buuuuut, anyway... :-) (please - dont hate me)
all the headz like jason.schleifer or alex.alvarez use this
"cutting-your-geo-and-parent-them-under-joints-method"
maybe there is a script to automate this?
thx in advance again :-)))
MDuffy
05-01-2003, 05:54 PM
To cut up a single skin into proxy pieces, you select the faces you want in the proxy piece, and then call Edit Polygons->Extract. If you go to the options of that command and make sure that "Separate Extracted Faces" is checked, then it will also break those pieces off into their own nodes when you separate them from the face. Keep in mind that that checkbox calls the Separate command, which breaks any disconnected pieces of geometry into their own nodes, so depending on your mesh you may have to go back through and re-attach some of the geometry together.
Be sure to delete history after these operations, because a lot of extra nodes are created.
As far as parenting to the bones goes, that's pretty straightforward. You select the proxy part, select the bone it should be attached to, and then hit the "p" key to parent it.
Be sure to go back and name your proxy parts well.
You can also map these functions to hotkeys to speed up your work.
Hope this helps,
Michael Duffy
mduffy@ionet.net
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