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[Closed] Problem with skin and bones
Aug 05, 2005 10:46 am
Ok. Here’s what I try to do. I have biped and I need to create mesh what looks like a biped (no problem there) and skin it. Example evey vertex in copied mesh head shoud be skinned to biped head with weight 1 and mesh hand shoud be skinned biped hand with weight 1 and so on. Little hard to explain but I hope than you get idea. Heres code now, but it gives me error.
curr_ver = 0
nodes = selection as array
foo = editable_mesh()
for o in nodes do (attach foo (copy o))
select foo
mySkin = (Skin())
modPanel.addModToSelection mySkin
for i in 1 to nodes.count do
(
skinOps.addBone mySkin (nodes[i]) 0
)
subObjectLevel = 1
mySkin.filter_vertices = on
for i in 1 to nodes.count do
(
skinOps.SelectBone mySkin i
for j in 1 to (getNumVerts nodes[i].mesh) do
(
curr_ver = curr_ver+1
skinOps.SelectVertices mySkin #{curr_ver}
mySkin.Effect = 1.0
)
)
Whats wrong?
1 Reply
Aug 05, 2005 10:46 am
Ok. I got it work. Real problem is skin modifier itself not my code. Modifiers seems to need little reselecting time to time. Here’s working code
(
max modify mode
curr_ver = 0
nodes = selection as array
foo = editable_mesh()
for o in nodes do (attach foo (copy o))
clearSelection()
select foo
mySkin = (Skin())
modPanel.addModToSelection mySkin
for i in 1 to nodes.count do
(
skinOps.addBone mySkin (nodes[i]) 0
)
clearSelection()
select foo
subObjectLevel = 1
mySkin.filter_vertices = on
for i in 1 to nodes.count do
(
skinOps.SelectBone mySkin i
for j in 1 to (getNumVerts nodes[i].mesh) do
(
curr_ver = curr_ver+1
skinops.setVertexWeights mySkin curr_ver i 1.0
)
)
)