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- Milkshape 3D - Teddy Bear Joint Assignments?
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Does it include(or linked to) the original skeleton from the cloned object?(diffrent lods also use a diffrent skeleton if im correct)
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My true dream is to: *get into the medical field *speak fluent Japanese and Spanish
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Posts: 198
Thanks: 155168 in 294 Posts
My true dream is to: *get into the medical field *speak fluent Japanese and Spanish
If your clone works alright, you know it is something that needs to be changed on your new toy(cute!)
As far as I can see from the pictures the assignment is OK, you did include all the joints that came with the object? Sometimes joints can have no vertices assigned, but are only used for animations etc.
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Eris3000_SesameStreetBigBird_06302010_415.zip (91.2 KB, 22 downloads) - View custom content | ||
624088 06-30-10 21:13 Eris3000_SesameStreetBigBird_06302010_415.wrk -------- ------- 624088 1 file |
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Description: work file |
My true dream is to: *get into the medical field *speak fluent Japanese and Spanish
http://www.modthesims.info/showthread.php?t=396525
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The other thing I noticed is your joint assignments are in a different order. I have no idea at this time how to change them. Wes made a note of out order joint assignments in another thread pertaining to obj tool. He mentioned reordering them for obj tool to read them in the correct order. TSRW doesn't have the same issue is what it sounds like but I'm really not positive on that one.
I also notice there are color variations in the original teddy joints - ranging from green to red and I have no idea the significance of this.
Not sure if either of those will fix the issue, but disappearing in live is generally joints. Sorry I couldn't try fixing them, but every time I assigned vertices to a joint in MS it wiped out all the joint assignments. :/
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After looking at the attached wrk file I noticed a couple joints that looked to be assigned differently than the original teddy. Noticeably 0x736C32C2. In the original it appears to be assigned to the entire teddy and in yours just part of the body. The other was 0xAA25EED7. The original is the mid section included the outside seams and yours is just the very mid section. :/ |
Thanks for replying! And yes, 0xAA25EED7, 0x3CF1BB96, and 0xA366C63D are tricky as they are all color-coded green. In MS, to attempt to assign the right joints to the right vertices going by the orig. bear, I selected each vertices and clicked "show", under the joints tab, to see which joint is assigned there. As my mesh has a completely different shape and fewer vertices in the body area, I tried to get it as close as possible. 0xAA25EED7 has 3 joints assigned in the center of the chest area while 0xA366C63D is the left shoulder, down the back, and literally one joint in the chest, below and off to the left of the 3 assigned to 0xAA25EED7. 0x3CF1BB96 is the right hand.
As for 0x736C32C2, I'm going to go back and tack a look at that because that was tricky too. 0x736C32C2, 0x8C6BFD56 and 0x736C32C2 are all color-coded magenta. I know 0x8C6BFD56 is the mostly assigned to the left arm. So I'm going to go back and look at that, as well as this "joint order thing". That I'm not understanding. Thanks for everyone's help, I'll check back!
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Has a nice bonetool that works for sims 3 meshes also
http://www.modthesims.info/showthread.php?t=122399
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My true dream is to: *get into the medical field *speak fluent Japanese and Spanish
Posts: 198
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My true dream is to: *get into the medical field *speak fluent Japanese and Spanish
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And if you have the original in the background(list it first in the groups tab) you can copy it boneassignements on to your custom mesh.
extract the plugins in your MS directory, you find the tool under the vertex menu
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HugeLunatic, looking back at it, I see what you meant when you said 0x736C32C2 is assigned to the whole bear. Now the question is, how do I assign more than one joint to a vertices? |
A brief outline:
* Select some vertices.
* Open the BoneTool (in the Vertex menu).
There are three boxes, from top to bottom, that have the weights for the first selected vertex in them, with the joint number and the name beside each one.
For multiple assignments, the weight is the percentage that will be used for each bone. All percents should add up to 100. There are 4 rows of assignments, but there is a convention used where, on a 4th assignment, the amount assigned is the remainder of the unused weighting, so there are only three weight boxes
* You can step forward and backward through your vertex selection with some arrow buttons. You can type new values in, or use the arrows to increase or decrease the weight. You can also step through the available bones to pick one different.
* When you are through with a particular vertex, click on "commit" to keep your changes before moving to another vertex. When you are done with all, click on "Commit All" to save everything back to MilkShape.
* You will see there is another button, "Apply to All", that is the most useful part. If you select just some vertices, you can set the boxes to the values you want and click on "Apply to All" and all of the selection will be set to those values. Follow that up with a "Commit All" and you will have assigned all of your selection to your new values quickly.
* Cancel, of course, just closes the BoneTool without changing anything.
So the trick is, make the right selections and use Apply to All to be the most efficient. "Skinning", as this is called, is always a tedious part of modeling, but the quality of your final mesh will depend on doing it fairly well, because the game engine uses the weights and assignments to cause the skin to follow the bone movements. Having arm assignments on the belly, for example, will result in crazy behavior in game, but by assigning only 100% to joints will cause sharp bends, which do not look right on organic items. At a minimum, you want the vertices where the bends happen to be 50% one joint and 50% the other joint, which will add some "roundness" to the bend.
I know that "0xAA25EED7" is not a memorable joint name (it is a hash value that was calculated from a name), but it is all that is automatically available when loading a Sims 3 object mesh. If you look in MilkShape, in the joints panel, you will see that you can select a joint and see in the viewports where that is on the model, which should give you a clue what the joint is for.
Sadly, I do not have TSR Workshop installed on this machine, so I could not review your model for better advice. However, the meshing part of the model making process is generic, and the assignment process should work fine using the TSR plugins for export.
<* Wes *>
If you like to say what you think, be sure you know which to do first.
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Ok, joint 0x736C32C2 (magenta) is assigned to the entire mesh, kinda like in the background with all the other joints overlapping, so if I were to select any parts of the mesh and open up unimesh, it'll be listed in the fourth box.
Now there are these two other joints that overlap the magenta one, as well as each other; 0xAA282D40(turquoise) and 0xAA25EED7(green). Actually, green overlaps turquoise, and looking at green in unimesh, it is listed in the fourth box where magenta was, with turquoise in the first box at 100%. But, the color green is seen on top across the 3 vertices in the chest when "Draw vertices with bone color" is checked.
Now around the waist, the magenta is on top, and in unimesh, the magenta joints are in both the first and fourth box, but green and turquoise are also assigned there as well.
My confusion comes in on the part of trying to assign the joints just like that to my mesh. But when I try to overlap them, one is always dropped off somehow. I did try utilizing the other boxes in unimesh and playing around with the weights, but could never come up with the same results as the original. It really boils down to just these three joints that are giving me such a hard time.
I also posted pics of what I'm trying to say. Thanks for everyone's help!
My true dream is to: *get into the medical field *speak fluent Japanese and Spanish
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Made a template that lets you convert a sims 2 mesh to sims 3, it fixes the bones.
I remember the sims 2 bear was already assigned to bones when i once converted it to a toddler suit.
Posts: 198
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My true dream is to: *get into the medical field *speak fluent Japanese and Spanish
Posts: 198
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My true dream is to: *get into the medical field *speak fluent Japanese and Spanish
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If you like working with TSRW, you probably ought to post the problem with the two files on their site. If you provide them with a reproducible example, they will have an easier time fixing it. The majority of the Sims 3 objects have just a single joint, and single weighted assignments. This may not really be a known issue for them.
<* Wes *>
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Prolly because there are not many objects with more then one bone per vertex.
Already mentioned(TSR) that you cant mix and match both importers as both use a diffrent joint order on import.
Same with the WSO and GEOM importer for the bodymeshes.
edit,
you can however build the files with TSRW and later update the mesh with Postal or s3PE, its how i do it most of the times.
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edit, you can however build the files with TSRW and later update the mesh with Postal or s3PE, its how i do it most of the times. |
How is that done?
Edit.
I figured it out, thanks!
My true dream is to: *get into the medical field *speak fluent Japanese and Spanish
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Did you reorder the joints within Milkshape, or did they already come in a different order than Workshop would provide it? If that's the case, I'm afraid TSRW is very strict when it comes to the ordering of groups/joints.
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Not with Unimesh plugin or Milkshapes bonetool.(the tools show just one bone per vertex.)
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