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javierdl
06-05-2002, 09:50 PM
I remember have studied how to properly attach the limbs of a character, like arms and legs to its body. But I can't remember how exactly.
I remember that the idea was to create a spline out of the existing set of vertices at the edge of either the end of the limb or the hole on the body. Something like this.
If the spline was done from the limb, then this spline could be used to cut a hole on the body, so that it would exactly match the limb.
Or if done from the hole on the body, then the spline could be used to extrude or loft the limb.

And what I cannot remember is "how to create this spline" from the vertices (assuming I am right about making it from the vertices)

I hope I made sense.

thanks,

DrPepperCan

AJ
06-05-2002, 11:43 PM
It really depends o nwhat modelling technique you are using... the methods you describe here are more akin to NURBS - not mesh modelling (project curves, lofting...etc).

For mesh modelling (Polys/meshsmooth...etc) - you ideally want to create a hole in the "body" that has the same number of verts as the hole in you "limb" - then it's simply a case of lining the two up, attaching the limb to the body (under the modifier rollout for that object) and then welding the verts that are on top of each other, thereby 'stitching' them together to create a seamless mesh.

Hope this is what you were after...

javierdl
06-05-2002, 11:48 PM
You are right AJ_23!
Those concepts apply only to Nurbs.

But what you explained helped me just as much, as I am modeling with Editable Polys :)

Thanks a lot.

Also thanks for your reply on the other thread ;) (about coloring the vertices)

Later,

DrPepperCan

javierdl
06-07-2002, 11:05 PM
OK AJ_23,
I'm ready to try the welding of the vertices now :)

There is one thing getting in my way now though, how will I align the vertices of both parts when as soon as I get into the vertices level of one part, I cannot do the same for the other, do you know what I mean?

thanks,

DrPepperCan

LFShade
06-07-2002, 11:42 PM
You can turn on 'display vertex ticks' on the object you're not editing. That way you can still see the verts and line everything up properly. You can find the setting on the object properties dialog. 3D snap set to vertex might be useful as well.

AJ
06-08-2002, 12:57 AM
Another tip would be to attach the two meshes together.

Select one, then under it's modifier rollout hit the button marked Attach - now pick the other mesh (the limb for example). Now both obects are one mesh. You can now go to Subobject > Vertex and weld them together...

To weld them, try

Target - Which involves dragging from one vert to the other.

Collapse - Which welds the verts at the middle point between them.

or

Weld - This simply welds the verts depending on how close they are to each other, this can be altered in the Threshold parameter.

Hope this is what you were after!

:D

javierdl
06-08-2002, 04:07 AM
Ok, firstly thanks a lot to both of you guys, AJ_23 and LFShade.
I would say the info you posted on the last posts is exactly what I needed.
However it seems I am still just one tiny notch below that level still :D
I believe it is important that both sides have exact number of vertices so that they match perfectly, right?
If this is so, then I have a problem.
Ok, first let me start by explaining how I am proceeding about this.
1. I have the body of the elephant being an Editable Poly, which has a hole right where the trunk goes. This hole has 15 vertices.

2. then with the line tool I drew a over the hole, vertix by vertix, until I went arount entirely and closed the line/circle.

3. Clearly I also made the spline needed for the path

4. Once the loft is done and scaled down on each side at different values, then I convert it to an Editable Poly, so that I have vertices to weld.

So that's how I am now attempting to create the trunk.
The problem is that from the moment I loft the circle, I end up with too many steps around the circle, which give me just as many vertices, which don't match the hole on the body.
I must also make note of the fact that I had originally higher values in the "Rendering" & "Interpolation" parameters of the line, Sides=12 (now 6), and Steps=6 (now 3) respectively.

Have a look at the pics I included here:

javierdl
06-08-2002, 04:09 AM
As you can see in the previous image (above), it does show 15 vertices, yet when lofted it ends up with like double the lines/steps/sides (whatever) all around its body. How can I control this?

I forgot to mention that changing the values in the Interpolation and Steps parameters of the line doesn't seem to make a difference.

Any ideas?

javierdl
06-08-2002, 06:58 AM
Nevermind guys!
I found what controls those extra sides ;)
In the Loft Parameters/Skin Parameters/Shape Steps the higher the number in the Shape Steps the more more sides you'll have, and therefore the more vertices you'll end up with when converting the loft to an Editable Poly. I had "1" before, now I changed it to "0" and now the number of sides match the number of vertices.

By the way, I practiced some welding on a simple couple of cubes, and I better understand now how those controls work, also thanks to your help obviously.

Now that I figured out the problem I had about the extra vertices, I will try the welding later over the day on the actual model.
You'll probably hear about me soon on this topic again though ;)

Later,

DrPepperCan

javierdl
06-09-2002, 03:46 AM
I told you you'd hear about me soon on this topic again ;)

Now I really don't get it!
The message says: "No Weldable Vertices Within Threshold".
I know you'll think that the vertices are actually not near enough to be weldable, but it is really NOT the case!
I am so certain not only because I have zoomed in so damn close that there is no doubt the vertices are overlapping, secondly because I successfully did it last night with a couple of cubes, and I know this is not the reason.
If you have been following this thread you know how I arrived to this. As a quick recap: I am modeling with Editable Poly models, one part I built out of a loft, which I converted it to an Editable Poly afterwards, then I attached it to a larger Editable Poly model. Both parts have exactly same number of vertices that hence match perfectly, however when I put the vertices together and click on the "Weld/Selected (10.0)" button it replies "No Weldable Vertices Within Threshold" !!!!
I just don't get it!
What is wrong?!

Thanks in advance for your patience guys,

DrPepperCan

Chris
06-09-2002, 10:05 PM
its probably saying there are no weldable vertices within threshold. ie for some reason those vertices cant be welded... :) have you got 'holes' that you are lining up, or are there perhaps polygons in the way? (you should be able to select your matching ends at the 'border' level if all is well...)

AJ
06-10-2002, 12:30 AM
Editable Poly has any error with welding some vertices, it's corrected in a patch... but in the mean time - try converting to an Editable Mesh and going through the same process...

Also remember that increasing the Weld Threshold may help and also using Collapse instead of Weld (warning! Collapse will pull all of the verts to one median point, so it's best used on two near verts at a time)

Hope this helps!

:D

javierdl
06-10-2002, 01:14 AM
I am including here a URL to the Max file for anyone to try it, if you can weld those vertices I would love to know how.

http://sunnylandbaja.jdlprod.com/others/elephant_modeling_practice.zip

javierdl
06-10-2002, 01:49 AM
Thanks Chris and AJ_23,

If no one can weld those vertices in my max file, then I guess I should try your advise AJ_23, about converting the E.P. to an E.Mesh.
I still wouldn't want to believe that it is not possible to weld them, because I've read so much that E.Polys are the way to go when modeling organic :sad:

Later,

DrPepperCan

bombyx
06-10-2002, 02:37 PM
Found a way to weld those damn vertices : you select a pair of vertices you wanna weld, you use the 3dscale tool to superpose them and hit the weld selected button .I've put the threshold to 0,1 or 1 and it worked well, but it's curious that nothin' else did .Hope this will work for you, if not, let me know ....:D

bombyx
06-10-2002, 02:38 PM
BTW I did it on your project, I had forgot to mention it:wavey:

AJ
06-10-2002, 04:50 PM
Convert it to Editable Mesh.

They weld fine then.

Then simply convert back.

:D

nurps
06-11-2002, 04:23 AM
i welded the sweet verts:applause:
delete the red polygon in the pic below ,then you can weld them.
edit poly can't weld vertices if this step is gonna make a vertice belong to muti-surfaces. you can do that in edittable mesh.,but you will get unexpected results after meshsmooth.i consider it an advantage of edittable ploy rather than a bug:)

javierdl
06-11-2002, 04:33 AM
It seems like you finally reached the bottom of this mistery Nurps :)
This is great (to finally demystify this crap), I just don't like much to accept things without understanding them, and this certainly seems like the mysterious reason behind the whole issue ;)

Thanks a lot for taking the time to solve it, and even to send a snap-shot of the image in question.

DrPepperCan

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