01-31-2010, 10:04 PM
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#796
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Senior Member
Join Date: Apr 2003
Location: U.S.
Posts: 1,476
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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.
__________________
Good girls go to heaven. Bad girls go where they want to...
Yeah - I'm that kind of geek.
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02-23-2010, 10:42 PM
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#797
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Senior Member
Join Date: Jun 2006
Location: Stuttgart, Germany
Posts: 543
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Re: New body mesh by Growlf
Optimized legs, new adapted high feet.


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02-28-2010, 06:54 PM
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#798
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Member
Join Date: Feb 2006
Posts: 233
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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
Last edited by Andysaurus : 02-28-2010 at 06:56 PM.
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03-09-2010, 07:28 PM
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#799
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Senior Member
Join Date: Jun 2006
Location: Stuttgart, Germany
Posts: 543
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Re: New body mesh by Growlf
Sorry, but I'm using Blender, can't say anything to Max.
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03-10-2010, 04:18 PM
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#800
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Member
Join Date: Feb 2006
Posts: 233
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Re: New body mesh by Growlf
Quote:
Originally Posted by Growlf
Sorry, but I'm using Blender, can't say anything to Max.
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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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03-11-2010, 09:06 PM
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#801
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Senior Member
Join Date: Jun 2006
Location: Stuttgart, Germany
Posts: 543
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Re: New body mesh by Growlf
What's vertex enveloping?
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03-12-2010, 09:59 AM
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#802
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Member
Join Date: Feb 2006
Posts: 233
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Re: New body mesh by Growlf
Quote:
Originally Posted by Growlf
What's vertex enveloping?
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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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