Poor Horse!

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Poor Horse! // Archive: Tech Forum

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Post by prodigy // May 12, 2007, 4:25am

prodigy
Total Posts: 3029
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hehehe. dont know if that is correct, but drag n drop the horse to the workspace.. now catch a hair cut.. and attach to the horse..

This is normal?? btw, im talking not about the hair cut, about the horse be moved without their bones...

5891

Post by Jack Edwards // May 12, 2007, 4:28am

Jack Edwards
Total Posts: 4062
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LOL Prodigy. You ripped the poor horse's skeleton out. :p


My guess is that it's a local transform issue. Does it still animate properly or has the motion capture stuff been unlinked?


-Jack.

Post by dyvintvar // May 12, 2007, 7:20am

dyvintvar
Total Posts: 10
wow, is that how you make boneless chicken?:p

Post by prodigy // May 12, 2007, 7:25am

prodigy
Total Posts: 3029
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LOL Prodigy. You ripped the poor horse's skeleton out. :p

My guess is that it's a local transform issue. Does it still animate properly or has the motion capture stuff been unlinked?

-Jack.

Dont know.. catch your horse and do the same.. ;) im noob on 7.5

Post by Johny // May 12, 2007, 11:20am

Johny
Total Posts: 672
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I think the horse mesh (or any mesh obj) are automatic detach from their skeleton if we edititng on that mesh obj. (not sure I dont finish with tS7.5 download yet)

So you need to re attach the skeleton to an mesh obj again after you make modification on that mesh obj.

Samething happen with old skeleton (modeler view/tS6.6's skeloton), when we try to edit animated obj, we got a warning dialog. Just they forget to add this warning dialog on tS7.5.

Post by tomasb // May 12, 2007, 12:11pm

tomasb
Total Posts: 261
I think the horse mesh (or any mesh obj) are automatic detach from their skeleton if we edititng on that mesh obj. (not sure I dont finish with tS7.5 download yet)


So you need to re attach the skeleton to an mesh obj again after you make modification on that mesh obj.


Samething happen with old skeleton (modeler view/tS6.6's skeloton), when we try to edit animated obj, we got a warning dialog. Just they forget to add this warning dialog on tS7.5.



editing mesh after it is skinned should detaches only modified geometry (moved and newly created vertices). During editing, skinning is disabled so mesh goes to state in which it was attached.

Post by marekk // May 14, 2007, 2:09am

marekk
Total Posts: 10
For now, best results can be reached by using hair brushes instead haircuts on rigged objects. It is a local transform issue indeed.
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