Abru on 9/10/2009 at 17:59
Quote Posted by massimilianogoi
Ok. I also read somewhere in the properties that you can put an height-weight cube so the model couldn't be approached other than a limit. Maybe I can try to modify that settings, if only I could remember where they are...
(
http://ttlg.com/forums/showthread.php?p=1552881#post1552881)
massimilianogoi on 9/10/2009 at 20:09
OK, it seems that Collision->Collision Radius sets the physic approaching limit to the root bone (named by convention M1).
Let's try some different settings.
massimilianogoi on 9/10/2009 at 23:05
The ragdoll seems don't fit, this time:
Inline Image:
http://i34.tinypic.com/2rzvyvc.jpgI've set the Collision Radius to 0, and that's what happened. Here we have a matter of just Collision Radius. Too bad that the Collision Radius starts from the root bone, because I placed M1 just at the bottom of the bot :(.
Now I will try to rename some other internal bone, to see if I can have a non-penetrable cilinder more centred.
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update
Ok, tried, and no changes were out.
So I suppose the editor takes as point of start not the bone named as M1, but the bone at the top of the hierarchy, in facts the root. :(
This would mean just one thing for me: ALOT of work to remake :mad:: new skeleton, rigging again, remake the animations... DAMN!!! #@$^#%^#@%
massimilianogoi on 13/10/2009 at 04:24
Ok, I am fixing the vertex, as Judith said, and it seems to work: time after time the meshes gain shadows :thumb:
But now I have a problem, I have to weld these three vertex to that one above: how can I do without distorting the unwrapping?
Inline Image:
http://i34.tinypic.com/2py85zs.jpg
Ziemanskye on 13/10/2009 at 17:17
Try using the Remove button rather than Weld.
You might have to get rid of some edges first (use remove on them as well), but it should work.
Ziemanskye on 14/10/2009 at 17:36
Remove isolated vertices just gets rid of any points which don't have polygons attached. Sometimes having them can be useful, but they just take up space (and may confuse your game engine) if you leave them lying around.
As for the question about the Remove button for the vertices... I tend to use Editable Poly rather than Editable Mesh, because Poly has buttons like that, which it seems Mesh doesn't.
I work in a later version of the program as well, so there's no guarantee you'll have the button at all.
You could try putting an Optimise modifier on the stack: that might clean things up for you, but you do need to watch out for it messing up other things.
Otherwise, sorry, but it looks like you're Welding and correcting the UVWs by hand, at least as far as I can think of anything.
massimilianogoi on 14/10/2009 at 21:09
Yeah! It seems to work! Convert to Editable Poly->Selection panel->Vertex and Remove button, under the Edit Vertices subpanel. :thumb:
You have been helpful one more time. Thanks again.
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update
So here we go:
Inline Image:
http://i33.tinypic.com/rvvucw.jpgNow I have only to fix the boiler, after this the mesh is ready. Thanks Judith and Ziemanskye :thumb:
massimilianogoi on 19/10/2009 at 03:35
Here we go! :):) Finished!
Inline Image:
http://i36.tinypic.com/w8n8ns.jpgNice, shading and creepy :ebil:
And fixed in the worst week for my health conditions.
Thank you Judith for the stimulus to fix the shadows. Now I know something more of 3dsmax->Flesh Engine interactions. :thumb:
Judith on 19/10/2009 at 09:21
Now it looks fabulous, great work! I'm glad you made it :)