| 11-19-2003, 02:19 AM | #1 |
I've been trying to animate one of my models to get it in WCIII. I gave it bones and assigned the envolopes, but when I move the bones, lets say in the left arm, the arm moves with it (wich isn't my problem :P) but the fingers part stays in place so the entire hand gets stretched out and distorted. Why won't the damn fingers move!? I've tried everything I can think of, wich was basically making sure the fingers were part of the envolope, but I still can't figure out what is wrong. Someone please help me! I'll attach a screen shot when I can. |
| 11-19-2003, 03:32 AM | #2 |
Are you sure the envelopes area is at the fingers? If it in 3ds Max the Vertex Should make red. Hope this Helps. |
| 11-19-2003, 05:01 AM | #3 |
Just wondering why you are using bones and skin modifyer. Why you are not using the art-toolz supporing bone-objects. But i guess you know this already and have a reason not to do it, or you are perhaps not doing wc3 related stuff. Anyhow, if you are doing wc3 work, then i reccomend you to get the art toolz (if you don't have them already) and (VERY IMPORTANT) 'read' the Documentaries. The art toolz use a completely different way of rigging characters, thereby not using teh skin-modifyer, envelopes or your usual bones. Anyways, if you already know all this and have a reason for using the skin modifyer/bone, just dismiss this post. Cubasis |
| 11-19-2003, 05:18 PM | #4 |
REAL Animateors use bones and the skin modifier, just as REAL programmers code in binary! |
| 11-19-2003, 05:42 PM | #5 |
lol :) that's not really logical :P Most "real" programmers don't go wasting thier time by coding in binary... In fact, todays programming languages have tons of pro's when programming. F.ex. you won't build up a object-oriented system in binary that quickly, and ofcourse a development team heavily relies on object-oriented programming...and besides, all major software around today are coded using a typical programming language, C, C++, pascal, whatever...Sure "real" programmers "can" program in binary, but it's like re-inventing the wheel. And you won't gain any pro's on it that easily... And about modellers...sure they animate using skin modifyer and bones...cause that's the almost only choice out there....ofcourse with character studio, they might even choose that. But yeah, generally, all "real" modellers use skin modifyer....but all real Warcraft 3 modellers should orient towards the Art Toolz, as they easily provide the most functionality and such. And to animate using the art toolz...you "NEED" to use bone-objects...you can't use skin-modifyer/bones... So a "real" wc3 modeller would use bone-objects... But then again, ofcourse you still "can" use dex' and thereby use the skin-modifyer and such, but you'd be losing out on ALOT of functionality that the art toolz have... Including the previewer, Particle plugins, and related stuff. And besides, the wc3 is "built" around this Rigging-system, so while also being much easier/quicker to rig a model using this method, it's just plain using the WC3 of Vertex veighting and such. Cubasis |
| 02-05-2004, 12:13 AM | #6 |
sorry for bumping if this is an ultra old thread, when i searched for "rig" in the art tools documentation, it says to use boxes to animate, and how do you link? |
| 02-06-2004, 02:32 PM | #7 |
well im givin u my knowledge wid milkshape. did u assignt the bone/joint to the whole hand, or only the arm? |
