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New body mesh by Growlf
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Old 01-31-2010, 10:04 PM   #796
Oubliette
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Default Re: New body mesh by Growlf

Wow these things take forever to load Growlf. I've been trying to see the new ones for 30 minutes.
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Old 02-23-2010, 10:42 PM   #797
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Default Re: New body mesh by Growlf

Optimized legs, new adapted high feet.



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Old 02-28-2010, 06:54 PM   #798
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Default Re: New body mesh by Growlf

I have just seen Blade:Trinity, and apart from finding the Krod Muldoon lookalike and soundalike, Ryan Reynolds, very enertaining, I also liked the Vampire Kings armour.
All my stuff is made by modiyfying existing Bethesda meshes. Is there a Max 6 compliant character studio physike file available somewhere so that I can correctly envelope a Demon Armor mesh (vertex enveloping not being a Blender thing) for My Player, Dad, Doc Hoff, Robert the Pig Killer, and other pet Imp's to play with ?
http://www.andysaurus.psychodogstudi...tm#ImpsForever

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Old 03-09-2010, 07:28 PM   #799
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Default Re: New body mesh by Growlf

Sorry, but I'm using Blender, can't say anything to Max.
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Old 03-10-2010, 04:18 PM   #800
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Default Re: New body mesh by Growlf

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Originally Posted by Growlf View Post
Sorry, but I'm using Blender, can't say anything to Max.
What does that matter, if vertex enveloping works - but I was unaware that Blender supported any kind of vertex enveloping, or are you using a different methodology ?
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Old 03-11-2010, 09:06 PM   #801
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Default Re: New body mesh by Growlf

What's vertex enveloping?
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Old 03-12-2010, 09:59 AM   #802
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Default Re: New body mesh by Growlf

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What's vertex enveloping?
Its easier to see than describe. Its part of the Character Studio Addon and I am sure Bethesda used it to make their models.
Each bone has a 3d envelope (with various strength and falloff parameters)
You shape the envelope in 3d via control points.
The envelope determins how far a bones influence extends, how strong it is, AND envelopes can overlap.
Thus you get smooth bone strength transision across the whole mesh.
Of cause, this may not be what you want for rigid items, but you just reshape envelopes as appropreate to leave one envelope in place over the item.
The envelope data can be stored in a transfareable physike file.

Its probably a vital key selling point for 3DS Max. I dont belive Blender offers anything comparable - unless you know otherwise.
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