Forum: Freestuff


Subject: Pirate muskets desired

paramount opened this issue on Jan 09, 2009 ยท 69 posts


JoEtzold posted Sun, 25 January 2009 at 11:35 AM

With a look to a cuffed boot, in this example from HighWaist outfit, it is seen that the cuff follows the same rules as the boot ... naturally, cause it's the same mesh. That doesn't happen with a character/prop combination.

Even if there are problems according to bigger bendings as seen at the cuff and the heel tip, these can be corrected easily.
For the cuff there is a discrepency directly at the border between thigh actor and shin actor. The joints for shin ar ok, but one of the joint values for including mesh area is set to small. So with heavier bends the mesh isn't influenced enough. But this could be changed in joint editor either on the fly for a given image only or with saving back to library in general.
Thoug I didn't test if that joint change will effect badly without such a big bend ... but I didn't save ... :biggrin:

Also at the tip of the heel it looks like the joint zone isn't big enough to influence completely, but also no big deal to have this fixed ...

So I have stopped the activities with the boot cuffs for now. If it's sometimes neccessary I might try to make a complete boot but not at the moment. Next week I'm a bit busy and then there are some unfinished/not fine tuned blades, which all together shall make up a morphing axe.
I'm rather bored with looking through dozends of axes for one specific if I need one.
So I decided to have lot's of versions in one character with alternate geometry ... works very fine.

Might come to freestuff next :woot: ... accordingly with a block ... there are so much pirates, muggers and bandits on the way :cursing: that poservers' justice might need some upgrade ... :scared: