A skin is a skin is a....
by Thomas Shaw · in Torque Game Engine · 06/03/2005 (12:13 pm) · 3 replies
It seems like there are a confusing number of different meanings to the word "Skin" on the forums (textures, the model's mesh, the 3dsmax skin modifier...) so I will try to be clear in my question:
I have a character model in MAX that is made up of different meshes - I broke the original mesh up at some of the joints and where pieces of his costume jut out at weird angles.
SO.. now, I am unsure how to proceed... I tried exporting the model (i guess it is now a number of smaller models that make up the 1 figure) using 1 biped - the broken off shapes each have a SKIN MODIFIER to the biped. That didn't seem to be working. Barring stupid typos and hierarchy mistakes on my part, would such a setup work?
I looked at Bravetree's "health" pod model thingy and it seems to be using multiple meshes on one object; where the separate mesh is just parented to the main mesh...
so I tried parenting the separated parts of my model to the main mesh, but that didn't seem to be working either.
Can anyone sort of outline for me how one would go about setting up such a model?
Sorry for the long post..If you arent interested in the specifics of the model - there is nothing below here of interest.
So, the basics of my model right now are
I have a player model (humanoid)
- the torso and legs are the main mesh
- both arms are split off
- there are pieces of armor that float somewhat independently of the model:
--2 chest pieces (one on each pec)
--2 shoulder pieces (one on each shoulder)
- 1 Character Studio Biped to rule them all.
There are more pieces, but the above is the basic setup.
If anyone is willing, I can swallow my pride and send the MAX file which I'm sure is quite a mess.
Thanks for your patience and any info.
I have a character model in MAX that is made up of different meshes - I broke the original mesh up at some of the joints and where pieces of his costume jut out at weird angles.
SO.. now, I am unsure how to proceed... I tried exporting the model (i guess it is now a number of smaller models that make up the 1 figure) using 1 biped - the broken off shapes each have a SKIN MODIFIER to the biped. That didn't seem to be working. Barring stupid typos and hierarchy mistakes on my part, would such a setup work?
I looked at Bravetree's "health" pod model thingy and it seems to be using multiple meshes on one object; where the separate mesh is just parented to the main mesh...
so I tried parenting the separated parts of my model to the main mesh, but that didn't seem to be working either.
Can anyone sort of outline for me how one would go about setting up such a model?
Sorry for the long post..If you arent interested in the specifics of the model - there is nothing below here of interest.
So, the basics of my model right now are
I have a player model (humanoid)
- the torso and legs are the main mesh
- both arms are split off
- there are pieces of armor that float somewhat independently of the model:
--2 chest pieces (one on each pec)
--2 shoulder pieces (one on each shoulder)
- 1 Character Studio Biped to rule them all.
There are more pieces, but the above is the basic setup.
If anyone is willing, I can swallow my pride and send the MAX file which I'm sure is quite a mess.
Thanks for your patience and any info.
#2
Again; I'm not sure if this would work, but you may be able to just link your pieces to the biped parts (that is if all the body parts in your mesh are broken up and you need no blending at all between bones) and then in your cfg file tell the exporter to never export the Biped. (add Bip* to the "NeverExport" list).
What I would do though is to reattach everything together so you only have ONE mesh with the skin modifier and then make sure everything is blended only to the bones they should follow. (use "rigid" in the skin modifier).
06/03/2005 (12:23 pm)
I'm not entirely sure about this, but I don't think torque can have several pieces with the skin modifier.Again; I'm not sure if this would work, but you may be able to just link your pieces to the biped parts (that is if all the body parts in your mesh are broken up and you need no blending at all between bones) and then in your cfg file tell the exporter to never export the Biped. (add Bip* to the "NeverExport" list).
What I would do though is to reattach everything together so you only have ONE mesh with the skin modifier and then make sure everything is blended only to the bones they should follow. (use "rigid" in the skin modifier).
#3
If that doesn't work, I would do as Magnus says, and combine all the objects together that need to have deformation. Probably the main body/legs piece and the two arms. For the armor, which I imagine doesn't need to deform, you can just parent (link) it to the nearest biped bone instead of skinning it. Then if it needs to move during an animation you can just set movement and rotation keys on it, like it's another bone in the hierarchy. That should do the trick.
Also you will need to make sure that if you have separate objects that they all have the correct trailing numbers and detail markers... if you've got that BT object handy that would be a good reference.
To anyone who's reading this: Skinning does NOT mean texturing. Texturing means texturing. Skinning is the process of attaching a mesh to a bone structure.
06/06/2005 (11:28 am)
Try instead of applying a separate skin modifier to each piece, selecting all the pieces at once and then apply the skin modifier. Then there will be only one skin, but you will still have the separate objects. Not sure if this will work but it's worth a try. If that doesn't work, I would do as Magnus says, and combine all the objects together that need to have deformation. Probably the main body/legs piece and the two arms. For the armor, which I imagine doesn't need to deform, you can just parent (link) it to the nearest biped bone instead of skinning it. Then if it needs to move during an animation you can just set movement and rotation keys on it, like it's another bone in the hierarchy. That should do the trick.
Also you will need to make sure that if you have separate objects that they all have the correct trailing numbers and detail markers... if you've got that BT object handy that would be a good reference.
To anyone who's reading this: Skinning does NOT mean texturing. Texturing means texturing. Skinning is the process of attaching a mesh to a bone structure.
Torque 3D Owner Thomas Shaw