Character with Translucency problem
by Resana · in General Discussion · 11/08/2007 (6:02 am) · 5 replies
I have a problem when I'm going to export a character with Translucency, it is shown something like this:
http://sinafh.persiangig.com/image/tranparency-problem.gif
I don't have this problem with simple shapes without skin on them.
http://sinafh.persiangig.com/image/tranparency-problem.gif
I don't have this problem with simple shapes without skin on them.
About the author
#2
11/11/2007 (9:28 pm)
Looks more like your normals are flipped than transparency problem - what modelling package are you using?
#3
And I don't think that the problem lies within the normals, because while I don't use transparency in both 3dsMax 8 and the Engine, everything is alright and problem arises just as I turn transparency on.
Would you please be kind enough to guide me through this subject? Thanks.
11/18/2007 (12:41 pm)
Thanks dear friends, but I am not using .gif, all are .png.And I don't think that the problem lies within the normals, because while I don't use transparency in both 3dsMax 8 and the Engine, everything is alright and problem arises just as I turn transparency on.
Would you please be kind enough to guide me through this subject? Thanks.
#4
11/18/2007 (12:57 pm)
Long time ago I think I had a similar problem in Blender; something about the Z-buffer order of the polygons. I solved it by duplicating the model's mesh and deleting the original mesh, thus forcing a re-ordering of all the newly-created polygons. Don't know if this would work in 3DSMax.
#5
Transparent textures and skinned meshes don't get along in torque without a bit of massaging. What I typically do if I want transparency on a character can be described as "simplify and separate". That is, I avoid designing characters that heavily utilize transparency (such as a character wearing a really tattered cloak, or a skeleton with alpha'ed ribcage/bones/whatever). And seperate - seperate the faces you want to be textured with an transparent texture into a subobject, then just link that subobject to the nearest bone. So, in the case of hair, alpha planes linked to the skull work great. If I wanted to have a female with long hair that would be rigged to a bone chain, I'd make sure her hair wasn't using alpha information.
If you want to have complex transparency on a skinned mesh, there are a few really hacky ways to get it to work, but would require a much longer explaination than I have time for. I'll try to add the info to tdn in the near future. Good rule of thumb, though : simplify and seperate.
12/16/2007 (5:00 pm)
I realize this is a little old, but Ill toss in my experience for anyone reading this in the future.Transparent textures and skinned meshes don't get along in torque without a bit of massaging. What I typically do if I want transparency on a character can be described as "simplify and separate". That is, I avoid designing characters that heavily utilize transparency (such as a character wearing a really tattered cloak, or a skeleton with alpha'ed ribcage/bones/whatever). And seperate - seperate the faces you want to be textured with an transparent texture into a subobject, then just link that subobject to the nearest bone. So, in the case of hair, alpha planes linked to the skull work great. If I wanted to have a female with long hair that would be rigged to a bone chain, I'd make sure her hair wasn't using alpha information.
If you want to have complex transparency on a skinned mesh, there are a few really hacky ways to get it to work, but would require a much longer explaination than I have time for. I'll try to add the info to tdn in the near future. Good rule of thumb, though : simplify and seperate.
Alliancia