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TheMoreYouKnow

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Posts posted by TheMoreYouKnow

  1. If the collision bones are the R_Upper_Arm type bones then no I only used like MPelvis MtoeRight Etc.

    With adjusting the mesh to the skeleton, How would I do that? The mesh came in that pose. Would I have to leave the mesh

    in that pose then weight the model to the bones while the skeleton is T posed?

  2. Oh, I weighted the bones,

          The rest of the rig is nearly perfect except for the shoulder bit. All the bones I needed are weighted to 1 while the others are in the .dae file with weight 0 like the Clavicle and the bones that don't start with M.

          Actually this would probably be a good time to ask if the bones labled something like R_Upper_Arm Should be weighted and would that be my problem.

  3. I have just recently gotten into mesh work in Sl, as my first project I tried doing a simple set of armor.

    http://puu.sh/gN7VM/016c0fb08f.jpg

    So I had gotten it all rigged up in 3ds Max 2014 but in order to do so I had to deform the bones a bit to fit the mesh (I made the shoulder bones shorter afterwards but its still coming out with this issue.

    http://puu.sh/gN7Yi/e8882ba8db.png

    When Uploading I check Skin and joint and from the preview I could tell something was wrong and I ended up with this in viewer.

    http://puu.sh/gN7JQ/4d089538f3.jpg

    How did this happen and Does anyone know how to fix it? I can provide more pics / information if needed.

    I shortened the arms and that fixed the length issue kind of but the shoulder problem is still prominent

    http://puu.sh/gNdfR/9d17302285.jpg

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