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Author Topic: [Resolved] Bone limit and attachments - possible workaround?  (Read 2275 times)

AlmightyGir

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Re: Bone limit and attachments - possible workaround?
« Reply #15 on: Jun 16, 13, 04:55:28 PM »

yeah but that's the thing... in max, Bip01 is your root biped bone, it doesn't have to be stretched all the way to the floor like in maya. and also according to the wiki if you're using a custom skeleton instead of a studio biped you don't need to make a bone like that in max either, you just name the root bone "Bip01" and be done with it. in our case we were hoping to use the pelvis for this function.

also, the extra arm bones are likely "twist" bones, they help resolve horrible collapse around the wrist area of a mesh.

also i just thought of something, Maya draws links the same way it draws bones, so we could just be seeing the link stretched down while the actual root bone is still at the pelvis. if that's the case we're golden!
« Last Edit: Jun 16, 13, 04:59:00 PM by AlmightyGir »
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keeperofstars

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Re: Bone limit and attachments - possible workaround?
« Reply #16 on: Jun 16, 13, 11:52:50 PM »

well could always just cut a few finger bones out, and go with more of a mitten grip. Most players really don't care that the hand is perfectly positioned. As long as it closes around a weapon, then it's good to go. That could save you a bunch of bones right there.

In regards to using the pelvic in maya, not really sure why or what the difference ends up being exactly.

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[img]http://screencast.com/t/x7btcSSyp3h0[\img]

HE-BENNETT

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Re: Bone limit and attachments - possible workaround?
« Reply #17 on: Jun 17, 13, 10:17:24 AM »

I believe only bones that are skinned count because the cost comes from doing the computations for deforming meshes.

Regardless, .... "it doesn't have to be stretched all the way to the floor like in maya" ... huh?  That is just how Maya draws it, the root node has not been moved.  So if that would make you golden, then you are :)
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AlmightyGir

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Re: Bone limit and attachments - possible workaround?
« Reply #18 on: Jun 17, 13, 11:19:26 AM »

Cheers Bennett,

yeah i figured it was just the way it drew the link, not the bone itself. thanks man =]
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