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3 Dimensional Chat / CFX is out to get me again >.>

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BMacZero
18
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Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 14th Aug 2009 01:59 Edited at: 14th Aug 2009 02:04
This will be my 3rd post about CFX . Hopefully we can shed some new light on what else might be causing these problems. Basically I'm having the same problem I had in my last thread. In CFX, my model looks like this:



But in DBP, strange badness happens!



The solution that solved this exact problem last time was to make sure the entire model was one skeleton. But this one is, and it's still bugging up. I even started from scratch on the skeleton, which improved it a little bit (the thumb on the back hand was bugging out on the first version), but still the forward hand has problems. It is triangulated and it doesn't use splines.

This is particularly mysterious because the fingers look like they're in about the right positions, they're just upside-down.

So, anyone have any ideas?



heyufool1
15
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Joined: 14th Feb 2009
Location: My quiet place
Posted: 14th Aug 2009 05:01
Umm make sure every vertex is assigned to the skeleton, I think that can cause errors.

Use Google first... it's not rocket surgery!
jasonhtml
20
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Joined: 20th Mar 2004
Location: OC, California, USA
Posted: 14th Aug 2009 08:30
heres a new solution i've worked out recently:

select all of your joints and go to: Skeleton > Auto Orient Joints.

this MAY screw up positions of many of your joints (so reposition them), but i've noticed that some non-oriented joints do not work properly in DBP.

Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 14th Aug 2009 09:28
I completely forgot to orientate my joints, it was quite a straitforward model though - but I don't have any problems with it in DBPro. So I think it might be because one or more joints are orientated while the hand bone, or however that's rigged is not orientated. Like maybe if you set the orientation of a joint you need to set them all, otherwise it misses information or even uses duff information if there is none.

The thing that springs to mind when seeing that is a wrongly rigged model, like maybe the hand got bound to 2 bones, then 1 off them got canceled so the fingers are only bound to half a bone if you know what I mean - the assign strength for all the bones assigned to a particular vertex have to add up to 1.0. But I'm sure we went through this the last time and completely re-rigging made no difference .

It's ok though CharacterFX, I still love ya!


Health, Ammo, and bacon and eggs!
BMacZero
18
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Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 14th Aug 2009 16:50 Edited at: 14th Aug 2009 16:51
Quote: "select all of your joints and go to: Skeleton > Auto Orient Joints."

Ooh, that makes sense with this, I have a feeling that will do it...

Quote: "The thing that springs to mind when seeing that is a wrongly rigged model, like maybe the hand got bound to 2 bones, then 1 off them got canceled so the fingers are only bound to half a bone if you know what I mean - the assign strength for all the bones assigned to a particular vertex have to add up to 1.0. But I'm sure we went through this the last time and completely re-rigging made no difference ."

I don't think it could be something like that because it looks fine in CFX, it's just on export that things go wrong.

Quote: "It's ok though CharacterFX, I still love ya!"

(no comment ).

Thanks a bunch, guys, you're a great help!



BMacZero
18
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Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 14th Aug 2009 17:50
Yep, that did it. Yay!



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