klaizard
11-07-2006 03:35:32
this is 3d max's view
this is ofusion view
animations are all correct. but some vertecies like that
what's the problem?
Lioric
11-07-2006 16:45:16
Test if all those vertices are not using more than 4 bones
Are the bones affecting those vertices created normaly? (not mirrored or other procedural creation)
klaizard
12-07-2006 02:51:14
all vectices are using 2 bones
we use biped and half of biped was copied
(adjust half of biped and copy to opposite)
do we must manage each?
Lioric
12-07-2006 16:20:55
As long as the position or posture is copied, it should be no problem
What happen if you initialize physique with rigid vertex assigments, so a single bone per vertex?
What is the scale of the bone(s) that might be causing the issue? any negative scale?
klaizard
13-07-2006 11:41:51
First, thank you for your continuing answer and sorry my poor english.
1. What happen if you initialize physique with rigid vertex assigments, so a single bone per vertex?
1. vertices that causing problem type is deformal + rigid + root ( in Physique -> Vertex -> Vertex-Link Assignment option)
and 2 links bones( because of there is a joint )
2. What is the scale of the bone(s) that might be causing the issue? any negative scale?
2. there is no nagative scale
Lioric
13-07-2006 16:39:24
You should not use root vertex assigments, all your vertices should have bones assigned and the total weight must be 1.0