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Character (W.I.P.) 03

3D Studio Max (none) posted on Apr 16, 2002
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Description


I haven't been able to touch this project in about a month, but had a chance to finally attach a biped yesterday. The various pieces of armour are linked to their respective "bones" on the actual biped. As you can see, I'm getting the underlying mesh poking thru the armour, when it is animated. And, her uppers arms end up swinging right thru her shoulder armour. Anybody know a better way to do this? (Still learning...)

Comments (1)


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spaceboy

8:47AM | Wed, 17 April 2002

hmm, you can made some helper (point) wich will be weighted to two bones, and to it attach the armor, but still it be hard, i think - i do not have real experience with such complex bone systems. Or, for simple walking, you just assign shoulder covers to the upper arm bone (correct term? part between elbow and shoulder). But this will be good only fos slashing hands in walking, not for some harder moves as fencing. -take look at expression controlers, this way you can define movement wonderou s ways. but it is pro-way, a i did not used them succesfully.


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