kuroyume0161 opened this issue on Feb 08, 2004 ยท 21 posts
kuroyume0161 posted Mon, 09 February 2004 at 8:25 AM
Oh, you mean the back fold over. Well, sorry, I didn't read it. So, I'll refer to her as Ms. Render from here on in. :) As for the "body handles", my limited understanding so far is that all that is needed is to add polygons in the proper places (as the groups) to receive the bones and, as you mention, the JPs need to be set to do the rest. I can only imagine that since these polygons added to the original mesh, the bones can be made to deform the original mesh as well. My problem is this, though: I'm using C4D to model (including the morph targets). If I add these polygons to the model there and export the base mesh with them, it is almost guaranteed that the vertex ordering will not be the same as the exported morphs. There may be a way to text edit them into the file so as to retain the order, but it will be some interesting fudging. How to set the JPs to achieve this is still beyond me. Do the spherical falloff zones play a critical role?
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
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