Stryker Posted February 13, 2020 Posted February 13, 2020 Quick question. Is there any way to snap the model limbs on onto the base JKA humanoid skeleton? For example I've resized the left leg and the right arm to a degree to better fit with the length of the skeleton and I'm planning to do the same with the right leg; what would I need to do to have the left leg on the model move to the same position on the left leg parts of the skeleton so it can be rigged properly?
Stryker Posted February 13, 2020 Author Posted February 13, 2020 Image hosting site crapped out on me.https://jkhub.org/images/qoGePqH.png
ooeJack Posted February 14, 2020 Posted February 14, 2020 Hi Stryker. I don't think there is a way to simply snap the mesh onto the bone. You'd need to manually rotate the mesh, using the top of the leg as the pivot point, into position. Look into using a thing called 'Proportional Editing' which will automatically adjust nearby unselected vertices as you rotate to get a smooth result. Jack
Stryker Posted February 14, 2020 Author Posted February 14, 2020 2 hours ago, ooeJack said: Hi Stryker. I don't think there is a way to simply snap the mesh onto the bone. You'd need to manually rotate the mesh, using the top of the leg as the pivot point, into position. Look into using a thing called 'Proportional Editing' which will automatically adjust nearby unselected vertices as you rotate to get a smooth result. Jack Thanks for the advice man.
Archangel35757 Posted February 14, 2020 Posted February 14, 2020 Are you using Blender? Hard to tell from pic. In 3dsMax there are FFD (Free Form Deformation) modifiers that allow you to manipulate the mesh like you want... Blender probably has something like that. Refer to your 3D app's help files.
AshuraDX Posted February 14, 2020 Posted February 14, 2020 @Archangel35757 @Stryker I would not use any sort of ffd in max either, I'd create a new keyframe, pose the skeleton to match the model, quickly weight the model to the now posed skeleton, reverse the slider on the timeline back to the original position then freeze the current vertex positions on the mesh and delete the keyframe. This should give you a perfectly posed model for weighting.
Stryker Posted February 14, 2020 Author Posted February 14, 2020 2 hours ago, AshuraDX said: @Archangel35757 @Stryker I would not use any sort of ffd in max either, I'd create a new keyframe, pose the skeleton to match the model, quickly weight the model to the now posed skeleton, reverse the slider on the timeline back to the original position then freeze the current vertex positions on the mesh and delete the keyframe. This should give you a perfectly posed model for weighting. Thanks for the advice man.
Archangel35757 Posted February 15, 2020 Posted February 15, 2020 @AshuraDX It looked to me that he only had a mesh in the wrong pose (from porting) and only the JKA bones... if indeed the mesh comes imported and weighted to its original game's bones then I would do as you suggested. It's pretty easy to rotate mesh limbs using FFD cages and their pivot points. I would not manipulate the FFD cage's control points. Of course it will require mesh cleanup in the area of those FFD pivots
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