Bones turned into Vertices!

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Bones turned into Vertices! // New Users

1  |  

Post by tamtam // Jul 26, 2008, 7:36am

tamtam
Total Posts: 213
pic
Hi, I just got Truespace 7.6 last night, and I am still having the problem where suddenly, the bones turn into vertices, edges, and faces. I don't know how to get the bones (and joints) back to the way they were originally, so I can move my character. I know, I know, he's a simplistic one legged alien like creature with just a shirt.


Thanks in advance for any help.:)


Here's a screenshot to show you what i'm talking about:

Post by Tiles // Jul 26, 2008, 7:49am

Tiles
Total Posts: 1037
pic
When you want to go on with editing your skeleton, select it, then choose Shape Skeleton tool and click at the joint/ bone you want to go on. Then you can add more bones at that point for example.


When you want to pose your skeleton for animation, add some IK handlers and IK locks. Then turn on Dynamic Pose, and with pulling the IK handlers you can pose your character. You can also modify joints directly with the Dynamic Pose tool.


I would suggest to read the manual and have a look at the corresponding videos :)

Post by tamtam // Jul 26, 2008, 8:03am

tamtam
Total Posts: 213
pic
I tried what you said, and it's not working.:(:confused:

Post by trueBlue // Jul 26, 2008, 8:23am

trueBlue
Total Posts: 1761
pic
It is hard to help you with little information to go on as it could be several things. You could try and Reset to Default Context which will restore tS7.6 to it's original default state.

Post by tamtam // Jul 28, 2008, 5:50am

tamtam
Total Posts: 213
pic
@trueBlue - I tried that, and it didn't work either. It seems to happen when I switch from the modeler side to the workspace side, and vice versa.:confused::(

Post by trueBlue // Jul 28, 2008, 5:53am

trueBlue
Total Posts: 1761
pic
Perhaps you changed something within your character then. Can you post it here and I will look at it?

Post by tamtam // Jul 28, 2008, 6:03am

tamtam
Total Posts: 213
pic
I think I saved the scene with just the shirt in it. I might have saved over the part where I had the alien character in the scene. Sorry, I might have to try to reproduce what I did again, just to show you the scene. I'll post the scene as soon as I get it to turn those bones and joints into an editable mesh again.

Post by tomasb // Jul 28, 2008, 6:38am

tomasb
Total Posts: 261
as soon as you somehow change ws object in modeler it gets converted to mesh so it can be processed by modeler. it is a limitation of the bridge.

Post by TomG // Jul 28, 2008, 7:15am

TomG
Total Posts: 3397
In other words, don't take an object with the new skeletons and try and manipulate or edit it in the Model side - it will destroy the new code skeletons, since the old code doesn't support them.


If you want to use any Model side tools on the mesh, ensure mesh and skeleton are separate (and save your skeleton as a separate object in case) and then only edit the mesh.


HTH!

Tom

Post by tamtam // Jul 28, 2008, 10:41am

tamtam
Total Posts: 213
pic
Thanks eveyone!


@trueBlue - I got the new scene I made to actually have that "bones to vertices" problem. The thing is, now I want to animate this character, but I don't know how to change the bones and joints back to normal so I can move his arms, head, fingers, etc..


Here's the scene and a screenshot of it:

Post by TomG // Jul 28, 2008, 11:32am

TomG
Total Posts: 3397
You won't be able to reverse this process - if the Model side turns your bones into regular objects, then all the bones set up is lost. You will need to delete these bones and just rebuild the skeleton.


Fortunately its easy to avoid the event happening in the first place, simply don't edit a rigged character on the Model side (and always save the scene before going across from workspace to Model).


By the way, I notice this is saved as an .SCN - this is the old trueSpace6.6 file format, and cannot store bones from the workspace. Saving your file to that format will also lose all the workspace bones data. Be sure to save from the workspace as a scene to the libraries, or as an RsScn for the new scene format.


HTH!

Tom

Post by trueBlue // Jul 28, 2008, 11:52am

trueBlue
Total Posts: 1761
pic
As Tom has pointed out Model and Workspace have their own Character Editors and they are not compatible. Workspace is by far superior. Here is your Character with all of the incompatible items removed and saved in the Workspace format (RsObj). Start over by adding a Workspace Skeleton to your character and then Attach Skin to Skeleton by selecting the character and then shirt. Then start Weight Painting each bone. The Manual should be of great help in this regard as the author did an outstanding job with the videos. If you get stuck just ask for help.

Post by tamtam // Jul 28, 2008, 4:00pm

tamtam
Total Posts: 213
pic
How did you fix it. I just need to know this so, if this accidentally happens again to my meshes, then I could fix it too.:banana:

Post by Igor K Handel // Jul 28, 2008, 10:40pm

Igor K Handel
Total Posts: 411
pic
Just FYI


I have managed to get myself into this same situation, ONLY working in workspace side.


Can't remember exactly how I got there but have a vague idea it had to do with weight painting and points to soft selection or the other way around.


Anyway using exclusively ONLY workspace I ended up changing my skel to a mesh, and coudn't get back.


I currently NEVER use model side lwhilst I concentrate on learning where TS is going, rather than where it's been. Not been in model side since 7.6, that's how I am sure this prob CAN arise in workspace side only


Hope this info is useful to someone


Yours

IK

Post by TomG // Jul 29, 2008, 3:37am

TomG
Total Posts: 3397
The only fix was to delete the "converted" bones and then make a new rig from scratch. There is no way to undo it once it has happened, you just have to make the bones from the beginning in workspace side.


Since it can never be undone, and if it happens again you'd have to just make the bones from the beginning again, you have to be sure to follow the advice - don't edit in Model side if the object has bones in it, and always save before going to Model side if you have a scene with bones in it.


HTH!

Tom

Post by tamtam // Jul 29, 2008, 6:45am

tamtam
Total Posts: 213
pic
Thanks again everyone!


As much as I like the workspace side, there are things I like better about the model side. These include the following:


1. More tools!

2. i can't figure out how to use the new workspace material editor, so I always use the model side's material editor. It's much easier because i'm used to it. How do you use the workspace material editor?

3. Curve tools.



Also one other thing: how do I get the workspace bones and joints to move more rigid, so every bone and joint does not move with the one i'm trying to move?


I want to try to make walk cycles and other animations for my characters without every bone and joint moving in every direction. I know there is Truebones's BVH, but sometimes that just doesn't work for me, because the skeleton doesn't include the fingers of the human hand, which in most cases, I would like to have control over as well.


@IK - I like your user name, "IK Handel". It's really creative!:)
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2021. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn