Kinetix

"Aki másnak felbontás...!"


  • Gomber
    #57952
    Sziasztok.
    Valaki elmagyarázná, hogy ezt hogyan tudom megcsinálni? Külföldi fórum kértem segítséget, és tudnak is segíteni, csak nem tudom értelmezni.. :S Pár mondatot megértek, meg lefordítattam valakivel de még úgy sem értem... (LINK)

    Ez lenne az:


    "Some fundamental things to keep in mind that I believe are good practice are to bind the mesh at world zero in it's default pose, ideally zeroing out the object axis (in Cinema, aka 'pivot' in Maya) so that the mesh has zero for all of the translate/rotate values and 1,1,1 for the scale. In Maya when you bind a mesh to joints the coordinates of the mesh are automatically locked to avoid double tranformation issues, C4D is less fussy there, but it's still good to do I believe. It also makes things like scaling a rig safer.

    I can see looking at your FBX files that the mesh was not zeroed out when bound, C4D and Maya handle this a little differently, which is why you get the offset mesh from the skeleton in Cinema. That's only half the issue though, the other thing is that the weights need to be normalized (ie every vert has to have 100% weighting to a joint or joints). I'm sure the editing weight tools in Max will have a Normalise function, both C4D and Maya do."