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fourd
06-27-2003, 04:03 PM
Just a quick question about bones.

I have my base figure complete, and I am wondering, can I bone this character to check joint deformations, and still edit the mesh? Ya know, like rig the arm/shoulder and check it's deformation , then add a poly or edge here and there and recheck the deformation.

LFShade
06-27-2003, 04:29 PM
As long as you're just using envelopes for the weighting and not setting skin weights explicitly (or painting them), then you might be able to do this. I'd recommend animating the bones, and working at mesh/poly level with "show end result" off. Then you could turn it on and scrub the timeslider to check the deformation without leaving the edit mesh/poly level. Just be careful not to have verts selected, or they'll be passed up the stack to the skin and potentially screw up the effect:)

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