MAX R5: Weight Tables don't seem to work on Rigid Game Character

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  01 January 2003
Unhappy MAX R5: Weight Tables don't seem to work on Rigid Game Character


I'm quite new to gaming setups and my latest assignment is to Skin a character using Rigid weight property (due to the limitations of the game engine). What I can't understand is why the weights are either 1.0 or 0.0 in value despite me being able to alter the weight table numbers. The damn character just either deforms completely or not at all!

Am I missing out something here? Has anyone done similar game character setups. Please help!
::One Leg Kick 3D Artist::
  01 January 2003
Not sure exactly what you mean, but if you're using "Rigid" skinning, then they should only have values of 1 or 0-- that's what rigid means. Please correct me if I'm wrong about this...
  01 January 2003

Thanks jimcoldt. Perhaps I should be more specific. My company is using a middleware called Renderware to do Playstation2 games. According to the Renderware docs, Playstation2 allows up to 4 bones to affect a vertex.

So what does that mean in the context of Rigid weighted vertices? Does it mean that each vertex is weighted 1 to each of the 4 bones? Or does it mean that each bone has a "weight" of 0.25? If it is weighted "1", how does the program know which bone will affect it if all 4 bones are animated?

Really, really confused here...
::One Leg Kick 3D Artist::
  01 January 2006
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