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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 01-01-2004, 11:46 PM   #1 (permalink)
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Default bones problem

hi guys, the othr day i was testing some new bones i put into some of my models and the look all screwy.




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Old 01-02-2004, 12:37 PM   #2 (permalink)
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That is a boning error, you ahvn't set p the enolopes corretly, not all of the polygons are covered by an envelope, therefore, when the bone moves, the area without an envelope doesn't move, so its stays there ad gets eally distrted, just redo te envelopses in the distorted ara.

I posted that n or TFH forums aswell but I was signed in as a guest, and I dunno which you will read first, so I will post here aswell.
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Old 01-02-2004, 09:58 PM   #3 (permalink)
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thanks alot. what do you mean by envelopses
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Old 01-03-2004, 03:15 AM   #4 (permalink)
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Envelopes, when you create bones, you have to set which ares of your mesh you want it to be able to control, so you apply Modifyers>Animation Modifyers>Skin, I think, then you have to set all the bones to have envelopes, and click edit envelopes, and there will be a series or ring like object, ther areas of the mesh it controls will turn red, blue are the areas It doesn't control.

I'm writing that of the top of my head, so I'm not to sure if all the steps are correct, but its pretty much like that.
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Old 01-03-2004, 04:09 AM   #5 (permalink)
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thank you
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Old 01-03-2004, 04:58 AM   #6 (permalink)
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I wouldnt use envelopes for infantry, Id use wwskin and attach the vertices manually, its actually less of a stuff around than envelopes.

If you have downloaded the gmax/renx tutes, you will be able to find the wwskin tute in there.
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Old 01-03-2004, 05:33 AM   #7 (permalink)
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oh cool, another trick to try.
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