objects to skin?

ah, thank you(s) that makes sense. Amazing how common sense fleets a person every now and then.

Interesting, but if you notice the ‘hair’ object in the picture above, the bones influence zone does not effect it all. However, the ‘hair’ object is under the ‘head’ object in hyerarchy, which is influenced by a bone zone (a bone zone… I feel a rap song coming on), therefore the hair follows the head, and the expected non-influence distortion of non-skinned pixels does not occur.

I still haven’t got my hyerarchy placement right on this one, as some objects are assigned to bomes that aren’t intuitive, like one up or one down stream, though they look right in the hierarchy.

and by the way, there is a way to resize with bones activated. Simply click the root bone (lower back) with ctrl alt select, which selects the entire deal, then drag to resize using the graphic controller.

Thanks for the help, this one wasn’t clear in the tuts (ooorr I missed it)

In this model (please ignore lack of precision/tallent, spelling, etc.) I have multiple objects assigned to the same skeleton. Some of the objects, while seeming to be within/under the bone hyerarchy, don’t assign as ‘skin’. Note the objects in the hyerarchy on the left showing as cubes (rather than bone symbol) are still unskinned objects.

How do I get these to assign as skin? My objective is to be able to resize the entire model using ctrl alt select, then drag to scale, however the drag does not effect the unskinned objects (and then the model is [i:19efgmmt]really[/i:19efgmmt] ugly!)
[img:19efgmmt]http://img78.photobucket.com/albums/v237/renogang/hyer.jpg[/img:19efgmmt]

[BLOCKQUOTE class=’ip-ubbcode-quote[/img]
[font size=’-1[/img]
quote:[/font][HR]Originally posted by gmani:
In this model (please ignore lack of precision/tallent, spelling, etc.) I have multiple objects assigned to the same skeleton. Some of the objects, while seeming to be within/under the bone hyerarchy, don’t assign as ‘skin’. Note the objects in the hyerarchy on the left showing as cubes (rather than bone symbol) are still unskinned objects.

How do I get these to assign as skin? My objective is to be able to resize the entire model using ctrl alt select, then drag to scale, however the drag does not effect the unskinned objects (and then the model is _really_ ugly!)
[img:fpp9l0gx]http://img78.photobucket.com/albums/v237/renogang/hyer.jpg[/img:fpp9l0gx]
<!– m –><a class="postlink" href="http://img78.photobucket.com/albums/v237/renogang/hyer.jpg">http://img78.photobucket.com/albums/v23 … g/hyer.jpg</a><!– m –>
[HR][/BLOCKQUOTE]

In order to move your model and ‘pose/animate’ it you’ll need to make sure that each part of your model has a skeletal bone range assigned to it, otherwise points in your hierarchy object not covered by a bone range will remain static and hence cause a mess. You will need to drag extra bones from your component panel onto your skeletal hierarchy in order to assign a ‘skin’ range to an uncoverd part of your model and to include it in any poses or animation. I think this is right. but if not someone will correct me soon. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>
In order to assign a skeletal range to any added bones just double click the new bone and adjust its area of effect as needed, making sure it covers the object in your model’s hierarchy.

Like V_F says but in a different way…

The head needs connecting to the head bone
The neck needs connecting to the neck bone
The foot needs connecting to the foot bone

Any other bits and pieces need to have a new bone attached. As with my Grim Reaper figure, I had to attach two new bones for the scythe he was carrying.

To re-scale your model you need to turn off VIsible Bones, selesct ‘Deactivate Bones for skin’
You can then re-scale the model.

I’ve put another post in your ‘Tattoo You’ thread re your other questions on .x exporting and DFH hierarchy.

Bazza

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