#39
30th Jan 2006 at 12:26 AM
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Quote: Originally posted by MadkidIan
Hey I know I already asked a question just yesterday but i have another, does anyone know what the hair joints relate to?
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They are "animation targets". For body meshes, you usually only find 43 joints used. Head makes 44. The real bones are the ones that sound like something you learned in biology/anatomy class, e. g. "r_longsleeve" is an animation target; "r_mid0" is a bone (both middle fingers share one bone in Sims 2).
Quote: Originally posted by MadkidIan
My instinct is to just assign the whole hair the the 'head' and maybe a bit to the 'neck' as i would have done in the sims1
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Good advice. Leaving the "*_hair" targets in a hair mesh leads to trouble because it appears that Maxis uses some propietary tool to redo the bone assignment section (inside the GMDC) after the mesh is produced to insert the animation targets. I don't have a clue what it is, but it breaks the pattern used for body/clothing meshes (seemingly all other meshes with bones).
I have seen the _hair and all the other names in CRES files, that's where I got the names I used on the default skeleton for my MilkShape plugins. But from a GMDC data model perspective, they look the same as a real "bone".
Prior to the introduction of my UniMesh plugins, you were stuck with one bone assignment per vertex using the old 2.16 plugins. Generally, the _hair assignments are secondary (or third or even 4th in NL) bone assignments, so no one usually had issues because all they ever saw were the primary assignment. Now, the _hair assignments get sucked in on import (in the newest plugin) and if you export them as-is you get weird things that happen to the mesh (hair parts in front of the face, parts that won't spin with the mannequin). Changing the bone assignment to eliminate the _hair assignments, leaving the secondary assignments like "spine2" and "neck" (with proper reweighting) makes for a smoother and glitch-free hair mesh.
<* Wes *>
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