[help devs :) ] Default position of template bodies

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arkhiel
Posts: 74
Joined: Wed Aug 06, 2014 9:07 am

Thu Jan 18, 2018 10:05 pm

Hello there :) .

We're now many modders making new armors or rigging existing meshes to implement them in game.
Thing is, a little detail makes things 10 times harder than it should be ^^" .
The position https://imgur.com/a/8ae2h with hands close to body.
It makes just sleeves impossible in one mesh...
We can move the body's position of course, to the body gets horizontal arms, BUT skinning always works as if it was the default position, so we're kind of stuck...

Are we doing something wrong in both 3dsmax and blender ? Is there a possibility that we get a model working with a more convenient position to rig stuff ?

Hoping you can reply us (even saying no :D ) , thanks devs :)

someone
Developer
Posts: 360
Joined: Fri Aug 23, 2013 6:00 pm
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Fri Jan 19, 2018 3:31 pm

The bind pose is like that due to the way the engine handled non-uniform bone scaling.
I know blender allows you to enable the armature in edit mode allowing you to edit the mesh at an arbitrary pose, if that helps at all.
Alternatively you can hide the body parts of the mesh while you work on the arms.

arkhiel
Posts: 74
Joined: Wed Aug 06, 2014 9:07 am

Sat Jan 20, 2018 3:26 pm

Oh ok I see :/ .

For blender users it might help ^^ . I'm in 3ds ^^" .

You mean hiding the body part of the armor mesh or the "human body" mesh ?
Not sure how in 3dsmax though, only workaround I've figured is making multiple elements (even breaking a single mesh in 3 should kinda work I guess) but that doesn't give the proper result.

Something weird is sometimes, when making different skinned parts that you export in one mesh, on of them is correclty rigged while the others get far away. (For example, doing this with stuff for hands, one will be ok and the other one will be like 3 meters away).

Thanks for your answer :) .

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