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  1. #1

    Default Vertex weighting

    Hello people, I'm having a bit of a nightmare with weighting a new head I've made to an existing model. I've managed to assign most of the head to bone_head in the Joints tab, and the most of the neck to bone_torso. In game, this is fine in terms of movement but I'm getting a horrible line along this joint which looks like a huge scar !

    I've unticked auto-smooth because I thought that was what was recommended, but is it making any difference?
    Last edited by Yelü Dashi; February 20, 2008 at 01:53 PM.

  2. #2
    Alletun's Avatar Artifex
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    Default Re: Vertex weighting

    Hi

    Could you post a screenshot of the "scar" and your bone assignments please. will make answering alot easier

    Unticking the auto-smooth only gets rid of the vertical line that goes through the face (where the faces on the right side of the head meets with the left).
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  3. #3

    Default Re: Vertex weighting

    Any takers ? Or this is this something normal that happens.




    As you can see it doesn't look awful but I'm sure Disgruntled Goat or other experts could suggest what I'm doing wrong.

    Cheers in advance.

    edit: sorry for the tiny picture !
    Last edited by Yelü Dashi; February 20, 2008 at 02:05 PM.

  4. #4

    Default Re: Vertex weighting

    here's bigger version:

  5. #5

    Default Re: Vertex weighting

    Its hard to see exactly whats wrong, but what I think you are saying is that the model animates in such a way that the polys are stretching and creating an ugly look in game. From what I can tell you weighted the vertices to the head and torso as either one or the other. Doing that you will get the poly stretching only the part of the model which lies between the two sections. This can cause a problem if there is more detail in the neck then you may see in M2 models. My suggestion is to play with the weights in the area of the stretching to to try and smooth the animation. 0.5 on the head, 0.5 on the torso to start, see how it goes and then start moving one way or another. I do my weighting 3ds max so I can preview how things move quite easily, I don't know what you can do in milkshape.

  6. #6

    Default Re: Vertex weighting

    thanks, I'll mess around with the ratios. Maybe I'm being a perfectionist as I'm pretty happy with the model as is. If I blend/blur the textures some more could that help?

  7. #7

    Default Re: Vertex weighting

    From what I can tell its purely a rigging issue so changing the textures will have little or no effect.

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