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Post by Sawslig Steve. And William. on Jan 23, 2012 4:04:53 GMT
For my own future reference, mostly.
FUTURE WILL.
IF YOU ARE READING THIS, YOU HAVE ENCOUNTERED A PROBLEM.
THIS IS NOT SURPRISING.
EVERY SINGLE MODEL HAS SOME PROBLEM OR OTHER.
I FIXED SOME COMMON PROBLEMS, BUT YOU'VE PROBABLY FORGOTTEN THOSE SOLUTIONS BY NOW. HERE ARE SOME OF THEM. WHICH I HAD ALREADY FORGOTTEN. AND THUS JUST REDISCOVERED. WILL ADD MORE AS I GO.
>Unwrapping:
When unwrapping UVW on a model, the geometry is wrong, no matter how you map UVW. There're a whole bunch of points and handles welded together inexplicably, whereas they should be spread out like the geo. To fix this, just select all the relevant geometry (in unwrap UVW) and press the break button. Collapse unwrap UVW and then UVW map again. Next time you unwrap, all should be fine.
> VERTICE ABSCONDING:
The problem: A certain model was having problems with leg swapping-- namely when you gave it other creature's legs, the verties around the join absconded to the pelvis bone (in combotest). The debug window screams something about moving the vertexes to the root bone (saying, presciently, PROBABLY BAD!!). It turns out this is because the other creature's leg bones are searching for a bone to join onto-- seraching via nomenclature.
That means when you make a creature, you have to make sure the first bones of the legs are called Front_leg1_l and _r, and Rear_leg1_l and _r. Otherwise, the other creature's limbs can't find the bones they need to attach to, and thus default to the pelvis. Fuck yes problem solved.
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