Hi! Need some explanations I couldn't figure out how it could work.
I'm trying to assign the vertices of objects that should move. The problem is that, according to what I see in the game originals, the vertices are assigned first to a joint, then you must assign part of the vertices (already assigned) to a new joint to allow movement. If this is not done, the movement will be a wild bouncing. This is the question, how can I reassign part of the vertices without losing the previous assignment?
Reason of the problem: I created my first own hair mesh after millions try and fail and everything went all right.
The problem is that there was no correlated mesh to children and I created it from scratch. I assigned the whole hair to the joint Head, assigned the neck and the equivalent vertices were unassigned in Head. Assigned the back of the head to the correct joint and the same happened, the equivalent portion was unassigned in Head and so successively. Result is that the child hair bounces wildly. How can I avoid this to happen, that is, avoid that one assignment cancels another. A link to the correct tutorial would also be kind, once I've been reading to eyes burning and nothing had helped me by now.
You can do this in Milshape joints tab in the related boxes.
Like the top part you assigne to head, the neck part to the neck joint.
After that lookup the border between the 2(were both meet)
That line of vertice you assigne to 50%head and 50%neck by filling in those values in the top 2 boxes and pick the correct joint from the drop down menu.
You can also use Wes H his unimeshbonetool wich is a bit more userfriendly.
select the vertice and pick the bonetool under the vertex menu
Hi Bloom! (kiss hands!)
I've been messing up to extreme with Milkshape and learned most of what you pointed out (I UVmap in Milkshape now and I'm really happy). The list of tools in Milkshape is enormous, that's why I get confused. I'll look for this Wes H tool once I must have everything, I just don't know what to do with them. I managed to make a new hair mesh ( a real crap but was glad to learn!). It bounces correctly but the assignment was different once the mesh had two independent parts. The reason I'm trying out hairs is because of the animations. I'm very interested in object animations and it is a straight way to learn how to assign vertices and make them work correctly in game.
Thanks for your attention, I will look for the right places.
PS: Tried the tool. Very straightforward. Understood everything. Thanks for the help.
Wes his tool is a bit more userfriendly and works the same way.
To check wether the hair animates correct:
-hit the ANIM button on the right button(if its not there enable it under Window/show keyframer.)
-unhide the skeleton in the joints tab.
-select the head joint(select/joint under options)
-rotate(either by hand or in the rotate boxes) the XYZ to see if you have a smooth animation.