Equation
27th Aug 2010, 2:37 AM
Hi. I'm chopping the shirt off of my favorite CloudlessNights conversion (http://www.modthesims.info/download.php?t=266492) and adding the sleeves from this conversion (http://www.modthesims.info/download.php?t=267085) as an alpha part of the mesh.
I've followed all the tutorials and have just finished doing bone assignments. I have a couple questions I have not been able to find the answers for yet.
1. Bone Assignments. After chopping off the mesh and making some slight edits, I imported the original mesh to compare bone assignments. I discovered that some of the vertices on the original mesh had incomplete bone assignments. Since the original mesh I brought in for reference had the same underweight bones, I fixed them a la common sense (which does not always translate to mesh sense). I'd like to know if I did this right.
Most of the underweight bones clocked in between 96-99%. Very few were 90% or 95%. What I did was raise the present bone numbers incrementally until I reached 100%. Here is an example of an underweight bone, the red numbers indicating where I had edited. Is this the correct way to go about this, or should I have imported another Maxis mesh and copied bone assignments from there?
http://imgur.com/9BDUs.png
2. Simple question. The alpha part of my mesh is the sleeves. The sleeves themselves have no fat morph. Is this appropriate text for the comment of that mesh group?
ModelName: top
Opacity: -1
HasTangentArray:
NumSkinWgts: 3
Or do I need to point to a fat morph anyway? If I do, then does it need its own fat morph or can I point it to the existing one (for the top).
Thanks for your help!
I've followed all the tutorials and have just finished doing bone assignments. I have a couple questions I have not been able to find the answers for yet.
1. Bone Assignments. After chopping off the mesh and making some slight edits, I imported the original mesh to compare bone assignments. I discovered that some of the vertices on the original mesh had incomplete bone assignments. Since the original mesh I brought in for reference had the same underweight bones, I fixed them a la common sense (which does not always translate to mesh sense). I'd like to know if I did this right.
Most of the underweight bones clocked in between 96-99%. Very few were 90% or 95%. What I did was raise the present bone numbers incrementally until I reached 100%. Here is an example of an underweight bone, the red numbers indicating where I had edited. Is this the correct way to go about this, or should I have imported another Maxis mesh and copied bone assignments from there?
http://imgur.com/9BDUs.png
2. Simple question. The alpha part of my mesh is the sleeves. The sleeves themselves have no fat morph. Is this appropriate text for the comment of that mesh group?
ModelName: top
Opacity: -1
HasTangentArray:
NumSkinWgts: 3
Or do I need to point to a fat morph anyway? If I do, then does it need its own fat morph or can I point it to the existing one (for the top).
Thanks for your help!