DAEDRIC ARMOR [message #69221] |
Sun, 28 July 2013 01:10 |
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Sparrow
Messages: 562 Registered: March 2011
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This is most likely going to be a final release here unless there are bugs because there is really nothing left to do with this armor. This is an early release. I will touch up this post and add screenshots later.
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Turns out, this doesn't work...
Are you shpongled?
[Updated on: Sun, 28 July 2013 01:26] Report message to a moderator
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Re: DAEDRIC ARMOR [message #69228 is a reply to message #69226] |
Mon, 29 July 2013 01:36 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Sparrow wrote on Mon, 29 July 2013 02:12 | I am 99% sure that is not the problem since the armor is at absolute origin and I didn't move anything else.
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Skinning error, perhaps? Not necessarily on your part - Fable has some funky custom floating points. For example, what you, me, 3DS, and Fable Explorer call 1.000000004, Fable might consider 1.000000006. Now imagine this on a very large scale. Weird things happen, particularly with graphics involving the odd vertex coordinate and more often texture coordinates, but almost always skinweights.
JohnDoe wrote on Mon, 29 July 2013 01:33 | Every time I try this, it doesn't work for me. I'm not sure what half of the stuff in the hero is.
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Willing to bet it's a hierarchy issue with that one. No shame there, it happens and it will continue to happen. But seriously, you need to learn how to use the Hero's skeleton. It makes things sooooo much easier.
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Re: DAEDRIC ARMOR [message #69244 is a reply to message #69228] |
Mon, 29 July 2013 17:50 |
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Sparrow
Messages: 562 Registered: March 2011
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Sparrow wrote on Tue, 11 September 2018 08:31That glitch is usually caused by the mesh not being at origin. It is easily fixed in 3DS Max by toggling snaps, adding a sphere at origin, converting the sphere to an editable mesh, selecting the sphere and attaching the armor, selecting by element, deleting the sphere, importing the original armor, adding UVW mapping modifier to it, dragging the UVW modifier to the new sphere armor. Simple. In other cases, it's because your mesh is weighted to geometry instead of bones. Make sure you only add bones to you skin modifiers. I would post this in tutorials but I don't have the permissions necessary to do so.
Are you shpongled?
[Updated on: Tue, 11 September 2018 02:41] Report message to a moderator
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