[WIP] Ridley model

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-Tj-

New Member
Nov 30, 2004
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and the other two jugg images I mentioned:
jugg_wrist_nowire.jpg jugg_wrist_wire.gif

Keep in mind that you won't always see the wrists this close, so you don't have to worry too much about how bad it looks asthetically.

Mainly, you skin the entire hand to the hand bone, and the forearm skin to the forearm bone. Neither the hand nor the forearm have any sort of weight sharing between their two respective bones.

The only way I know of to work around this and have a clean, continuous mesh that deforms properly is to build a custom rig.
 
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Turret 49

Doomer at heart
Jun 26, 2004
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I tried the wrist thing, and for some reason when the hand rotates it has a different pivot point than the bone. o_O



Maybe I did something wrong?

(I already rotated the weapon bone 90 degrees, btw)
 

-Tj-

New Member
Nov 30, 2004
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Ooo... that's a problem. :p

There's a few things I can think of, though I can't be sure without actually looking at your scene file, but I'll shoot off a list of possible problems.

- Check to make sure your hand object does not have 2 smooth skin operators assigned to it. I don't know if such a thing is possible in Maya (never tried) but that might be one problem. It would result in a double transform of the verts on the hand, and possibly to the strange bend you see there.
- Make sure your body and hand objects are separate geometry, but NOT separate objects. In other words, when you click on either the hand or the body, the whole thing should be selected. They should not consist of a body object and two hand objects. If they aren't make sure you combine them before skinning. This could be related to the double transform problem described above.
- Is it skinned or just parented to the bone? I would guess this one is unlikely, but I had to check.

At the moment, my brain is kind of running in circles trying to think of why that would happen, and above is all I could think of at the moment. If I think of anything else before you find a fix, I'll let you know.
 

Turret 49

Doomer at heart
Jun 26, 2004
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The hand and body are both the same object, and the hand is skinned to the bone.

Would you like me to pass you the scene file?

(btw, I had already kind of finished the skinning, but because I changed the hand, the skinning has to be redone)
 

-Tj-

New Member
Nov 30, 2004
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I gave the model a quick once-over and everything seems to be in place, though I think the problem probably lies somewhere in your modeling history. I would guess that there was some residual skin influences from the previous skinning that was affecting the current skin, resulting in a double transform on the verts on the hand.

The only way I could fix it was to detach the skin from the skeleton, delete the history, then reskin it. After that it worked properly.

One thing about Maya and tweaking the mesh after you skin it is that once it's skinned, it's perilous to edit the mesh unless you know the right way to do it (if there is a right way). I myself haven't had much luck in tweaking the mesh after it's been skinned, and had to reskin the same mesh several times over before I got it right.

:)
 

Ice Dragoon

Yes, we have Flack.
Apr 8, 2006
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Lost...In the Dragon Realms
how did you do that anyway?
i mean Ridly the Space Pirate? wow...well do you know anyone who can tell me how everything works? You could tell me how to makee walls and floors and i will joyride off of that alone!
 

Continuum

Lobotomistician
Jul 24, 2005
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Boise
Ice Dragoon said:
how did you do that anyway?
i mean Ridly the Space Pirate? wow...well do you know anyone who can tell me how everything works? You could tell me how to makee walls and floors and i will joyride off of that alone!
ued3mm.jpg
 

-Tj-

New Member
Nov 30, 2004
268
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Ice: Go to http://udn.epicgames.com

There's a whole official repository of UnrealEd-related topics there for you to go through, and don't forget the tutorials here on this forum. That should get you started.