TOXE opened this issue on Mar 13, 2005 ยท 7 posts
TOXE posted Sun, 13 March 2005 at 8:07 AM
Sardtok posted Sun, 13 March 2005 at 8:15 AM
Damn, I tried to upload a .car file with a similar hand that I have rigged. I have a cartoon hand similar to that one rigged with bones (and ik, as they aren't attached to a body I figured I might as well use ik, even if people often don't recommend it for hands). Anyway, open the VM, select the polygons that don't move correctly, then open the bones tab in the properties. Then change the bone influences, remove the bones you don't want to affect it.
falconperigot posted Sun, 13 March 2005 at 11:14 AM
Hello TOXE, I wondered if changing influences would help but I'm no expert with bones. Sardtok, if you change the extension of your car file to txt you could upload it ok.
Sardtok posted Sun, 13 March 2005 at 1:06 PM
ominousplay posted Sun, 13 March 2005 at 2:21 PM
I've had similar problems, and it always takes some time and patience to set up the bone influence part. Once you get it, you can do all kinds of things. A foot I've been working on has only bones for the big toe and the other five baby toes, so two sets of bones. The big toe has its own set of bones, and the baby toes have one set. The baby toe set influences all the four small toes so the bend together. While this may not be perfect, allowing all four to wiggle like real toes, it is easy for me to curl up or down all four at once and saves me time.
Never Give Up!
noviski posted Mon, 14 March 2005 at 1:22 PM
I have some good results increasing the mesh in the bendable part. Then, I name de part and put almost 100% for bones influence.
Zekaric posted Mon, 14 March 2005 at 6:01 PM
From the looks of it the bones in the middle finger are still acting on the points of the index finger. Remove the middle finger bones from the points of the index finger and the finger should bend as you expect.