View Full Version : help// meshedit after skin mod has been applied
FFuryFX 07-12-2003, 11:30 PM it seems after the skin modifier is applied if I attempt to adjust the mesh model a little bit, the skin modifier becomes nullified or some sort, like the mesh no longer interact with the bones =/
can anyone enlighten me on how to do little adjustments on the mesh after skinning?
thx
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EricChadwick
07-14-2003, 02:36 PM
If you assigned vertex weights individually, you may get some problems if you then change the vertex count below Skin.
If you used only envelopes, then you could add/remove verts below Skin.
You might be able to try one or more of the thrid-party freebie skin-saving scripts, one of the ones that do the fuzzy-matches of vert-weights.
Chuggnut's Skintools.
http://www.chuggnut.com/scripts/skintools/skintools.html
Kees Rijnen's Bio-Skin
(find it on Discreet's forum)
Grant Adams' three tools
http://members.optushome.com.au/ghra/scripts.htm#max4
FFuryFX
07-14-2003, 03:57 PM
ok thx for the reply! that made more sense
but wut about just moving the vertex a little bit (I use weight assign)
in fact, even if I do not DO anything, besides clicking on the lowest mesh edit modifier in the stack, without actually making any change, the skin modifier is nullified =/ (so even if I use envelope it won't work)
neway I can prevent this? to at leas give me a chance to edit
hope I made sense...
neways, thx for the links! I will check them out now
EricChadwick
07-14-2003, 04:00 PM
Maybe this is an obvious question, but did you make sure to turn off SubObject mode below Skin? That could mess it up.
You could add a Mesh Select modifier just below Skin, leaving it off so it stops the stack from passing a SO selection up to Skin...
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