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Animation Mesh Deforms
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Topic: Animation Mesh Deforms (Read 4874 times)
blade
Community Member
Posts: 9
Animation Mesh Deforms
«
on:
May 28, 2009, 06:19:48 AM »
Hi,
I'm new at this, I managed to export from 3dmax an animation into TVA file.
However, when I run the animation in truevision, the mesh deforms, like the actor is dragging itself, it looks like sharp triangles pointing in opposite direction as actor moves.
Is there anything I should change or look into?
Many thanks for your help.
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pabloescobar
Customers
Community Member
Posts: 150
Re: Animation Mesh Deforms
«
Reply #1 on:
May 28, 2009, 08:00:40 AM »
I had this problem some time ago. You must be sure ALL vertex have 100% bone influence, otherwise those vertexes will stand in same place, while other vertex will animate with the bone (causing this odd effect).
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blade
Community Member
Posts: 9
Re: Animation Mesh Deforms
«
Reply #2 on:
May 28, 2009, 09:40:36 AM »
Pablo,
Thanks for your response, I think you are right, but maybe you can explain what I need to do?
In 3D max it looks good, no problems. I checked it now in the Model Viewer (.x and tva) and here it is the same problem as in my TrueVision app.
How do I check 100% bone influence for all vertex? As you can guess, I'm also new with 3D max.
Thanks and regards.
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pabloescobar
Customers
Community Member
Posts: 150
Re: Animation Mesh Deforms
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Reply #3 on:
May 30, 2009, 01:14:47 PM »
Dont have any function that do this for you.. its a very boring task. So, its better you do correcly first, to avoid this later.
The way i do:
Normally, just after i use the Skin modifier, i just set all vertex to 0 (zero) influence... then i start, bone by bone, ajusting the influences until i get 100%... at end, all vertex are ok.
I have abit more work this way, but im 100% sure all vertex are fine and also i have more "freedom" to do fine-tunning on some parts of model.
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SylvainTV
Administrator
Community Member
Posts: 4971
Re: Animation Mesh Deforms
«
Reply #4 on:
June 01, 2009, 06:52:51 AM »
Make sure also that there is no more than 4 bone influences per vertex.
With the skin modifier, you can have a table with all bone influences in MAX as far as I know, you can see if one vertex hasn't any influence or too many.
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Regards
Sylvain Dupont
TrueVision3D Developer
sylvain@truevision3d.com
TV3D IRC at
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or on server irc.truevision3d.com #Truevision3D. Come talk with us !
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