|
Hi everyone. I have a created a simple bones based vertex animation in 3dsMax; it is the foundation for a similar animation on a more complex object, so I decided to experiment with a plane first. Basically, what I am animating is a surgical incision. Here's what I have thus far:
- a plane, converted to an editable mesh
- a skin modifier on the plane
- several bones on the plane, applied to the aforementioned skin modifier.
- i have broken several of the vertices along one of the lines of the plane's mesh
- these vertices are then pulled apart by their corresponding surrounding bones. How do I:
Thanks so much, let me know if you need any files or screenshots. Meena
(comments are locked)
|
|
My coding skills are minimal, so hopefully the screenshot links below will work. Mesh - what the mesh looks like upon import. Gizmo - when the "plane" game object is selected, the wireframe box gizmo doesn't correspond with the mesh. Underside - when I orbit around the "plane" g.o., the underside disappears. I think I figured this one out by activating backface culling. Playback - what the mesh and incision look like when the "plane" g.o. is selected and played back in animation view. Also, I changed the quality settings per your suggestion, and only have a couple of bones per vertex when skinned. Thanks again.
(comments are locked)
|
|
Hello guys, sorry to bump in but i have same issue while exporting from cat using max 2011 with skin modifier, where do you get this per bones per vertex and quality settings tab ? THX
(comments are locked)
|
|
A screenshot would help. First thing I would do is go to quality settings and set "bones per vertex" to 4. And make sure you're not skinning more than 4 bones per vertex, because Unity will use only 4 maximum.
(comments are locked)
|
