View Full Version : adding a joint to already skinned character bad?
07-06-2003, 05:01 AM
i have my character skinned and weighted. but im importing it to Motion Buildernow. so i want to have all the correct bones that MB asks and the extra joints. if i just add like a joing in my upleg, and have its weights at 0 so the skin isnt effected will this be a terrible thing? or is there a script i should get?
07-06-2003, 11:00 AM
try to add them as "influence " in :
skin\edit smooth skin\add influence
07-06-2003, 01:23 PM
well i want the joints to have no effect, they are just needed for motion builder.
07-06-2003, 01:52 PM
Just make sure that in your add influences option box, you have lock weights ticked and the weight is set to 0. This way it will have no effect on your skin. You can also disable weight normalization and set it to 0 in the component editor.
07-06-2003, 02:39 PM
i dont want any influence objects?
07-07-2003, 10:23 AM
I gues joints and influence objects behave exactly the same, except that infl. obj. can take the shape into account.
07-07-2003, 10:38 AM
Expecially if its actually not going to have any affect at all, then it really doesnt matter. antweiler is right, it's like a jiggle and softbodies, they really are the same thing, its just a jiggle is a softbody with springs already setup. Influences get weighted just like joints, thats why they fall under the smoothskin section of the component editor.
I say use them if it's just for MB export purposes.
Good Luck :thumbsup:
01-15-2006, 02:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2014, Jelsoft Enterprises Ltd.