puppet master and import logic


#1

Hi ALL!
This is one problem which I know is lightweight for all…but…I’m actually posting this just to be certain that I’m on the right track with this…

so…lets say…for example that I’ve rigged and animated( in MESSIAH ) the object called ''Robot_MAN ‘’( model build in LW.generally is a half man half machine )
…and…the metal and organic parts have been cutout as weight maps in LW for texturing…etc.
so.basically I have one mesh that has two sections in it that messiah read as one whole mesh ( except when I want to apply ME on it…then it will…bla bla bla…everyone knows that…so I’ll speed up )
:slight_smile:

so…I was wondering…is it possible to REPLACE the mesh ( exactly SECTIONS of the mesh )
after the whole animation business…I know I can replace the basic mesh which was in messiah the whole time while I was animating…and…then…after i do that…the replaced mesh will pick up on the animated skeleton and deform itself accordingly…but…what if I need to replace only the ORGANIC section of the object…and…leave the mechanical part intact…and will it then also pick up the bones…and deform properly
or…
is it a modeling issue…or…messiah ?
how can I do that…

THANK YOU ALL! as always :slight_smile:


#2

Not exactly sure I get what you are after… but as far as Puppet master goes…

I think what you want to do is apply the bone deform to the organic puppet section Only, (not the entire character). Only rotating the hard body parts. Hope that made sense and is what you are trying to accomplish. If not please clarify.

Gary


#3

Hi Gdevore and thank u for comm:)

uhm…well…it goes something like this…
model was built in LW…and was cut on two basic sections/LAYERS ( they are basically two different objects each one sepetared in it’s own layer )
…the organic and mechanic
and…in messiah I see them as ONE whole mesh…so…after some animating with perfecly functional RIGG ( only mentioning :slight_smile: )
…so…
…the other department ( the one that’s in charge of modeling in this project ) re-modeled the FIRST model…and…with some minor changes only the MECHANICAL part is as from NOW different.
but…
now…I need to put that MECHANICAL part back in messiah…and replace the already existing mechanical part with the NEW part…( mind you…the ORGANIC is still the same and just to mention this again…messiah reads this model as ONE mesh even if it has two layers in it )…
to simply put it…ONE object-TWO layers ( two seperate sections in object )
messiah reads them as one model and bends the mesh accordingly to that.
all i need is to replace ONE layer ( from the initial TWO layers ) and to somehow get it to PICK UP on the RIGG like it has been there the whole time…makes sense ??

thank you for patience :slight_smile:


#4

THREAD title…uhm…
I’m sorry…i see now that it might be confusing…because…Puppet Master is maybe not the solution for this problem…( I’ve decided to name it that way 'cause I’ve been pointed in that direction by some other advisers and…that could be false direction…so…sorry once again :frowning:


#5

You becha. In the File tab, on the Multiply Items block, there’s a button to Replace an object. Select the object you want to replace, and click that button. Messiah will ask you which layer to load.

After, click into and out of Setup mode, to make sure the new objects are being deformed.

I’m not sure how this will affect your PM effect. The point order has to stay the same between the master mesh and the PM sections, so if Puppet Master breaks you’ll need to re-export the object parts.


#6

got it…:slight_smile: thnanks !


#7

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