D-e-W
03-12-2008, 04:12 PM
Hey everyone!
SO I am weight painting my character.
And since it is my first time ever making a human or humanoid I am bumping into problem after problem.
But now I have problem for ya!
That is of cource if you have the time :)
No pressure
This time it is the knee. I have been cheking around and found out that the best way to make a good knee deformation is tou use two joints for the knee. right?
But unfrotunatley I have already bound and skinned parts of my character and am finnished with them so I cant unbind the character completley (or rather I would really like to avoid this).
So when I incert a joint in the knee and then move the skeleton, my other geometry (the one that is finnished and bound) gets screwed up (its the shoe of the character by the way).
So what i am trying to do is incert a joint into a parcially bound character.
Is this possible at all?
Or is there a way around it?
A fix for this problem would really help out.
Thanx!
martin
SO I am weight painting my character.
And since it is my first time ever making a human or humanoid I am bumping into problem after problem.
But now I have problem for ya!
That is of cource if you have the time :)
No pressure
This time it is the knee. I have been cheking around and found out that the best way to make a good knee deformation is tou use two joints for the knee. right?
But unfrotunatley I have already bound and skinned parts of my character and am finnished with them so I cant unbind the character completley (or rather I would really like to avoid this).
So when I incert a joint in the knee and then move the skeleton, my other geometry (the one that is finnished and bound) gets screwed up (its the shoe of the character by the way).
So what i am trying to do is incert a joint into a parcially bound character.
Is this possible at all?
Or is there a way around it?
A fix for this problem would really help out.
Thanx!
martin
