That's too hard,any other way to do it?

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metal_head
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That's too hard,any other way to do it?

Post by metal_head » Thu Sep 04, 2008 1:42 am

I have an animated .max model of an alien.I exported the skeleton and animations in Source (SMD).Now in Milkshape I sucessfully imported the skeleton with the animation,but now I got a problem with asigning the vertices to the correct joints...the skeleton is too complicated and it's very small,so it's impossible for me to get everything rigged right...
Is there a way of scaling the skeleton,so it will be a bit easier for me to rig the model or is there some way of making this automatic (the vertices to be asignet automaticly to the nearest joint or something...
for the last few hours I've been trying to do all this right,but I can't.
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bernie
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Re: That's too hard,any other way to do it?

Post by bernie » Thu Sep 04, 2008 11:32 am

You CAN'T alter the skeleton in Milkshape and keep the associated animations. If you change the skeleton you must remake all associated animations.

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QuestOfDreams
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Re: That's too hard,any other way to do it?

Post by QuestOfDreams » Thu Sep 04, 2008 12:14 pm

If you change the size of the joints it will probably be easier to set it up.
Go to File->Prefernces ..., select the Misc tab and adjust the Joint Size entry.

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metal_head
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Re: That's too hard,any other way to do it?

Post by metal_head » Thu Sep 04, 2008 1:26 pm

Wow,thanks,QoD! That makes it so much easier for me to joint it,and than animate it! Now,the success depends on me :D

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