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screenshot of bone animation

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screenshot of bone animation Empty screenshot of bone animation

Post  nintendog Fri May 08, 2009 8:44 am

hi, i followed the sio2interactive's instruction at the article of the "Texture and bone animation problem".

1. Import the model
2. Create the armature
3. Link the armature with the model and automatically create the vertexgroups
4. Link all the triangles to the appropriate vertexgroup corresponding to the bone
5. Assign the appropriate material for the vertexgroup
6. Repeat 4 and 5 for every bone and make sure that ALL triangles are attached to only ONE vertexgroup.
7. Create the bone animation and export.

Below image is just the screenshot of the animation result.
Without the animation, the model is correctly displayed.
When creating parents, selected the "Create From Bone Heat".

[img][/img]screenshot of bone animation 11_tif10

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Post  Francescu Fri May 08, 2009 10:42 am

It also looks like some quads have to be converted to triangles....from the screenshots...

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Post  nintendog Fri May 08, 2009 11:32 am

i think there are no more quads to convert to triangles.
below is the screen shot of the model in blender2.48.
tks for your help.


[img]screenshot of bone animation 11_tif11[/img]

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Post  sio2interactive Fri May 08, 2009 4:46 pm

The faces are not assigned properly... and I specifically say:

>> 3. Link the armature with the model and automatically create the vertexgroups

and you write:

>> When creating parents, selected the "Create From Bone Heat".

Im not surprised by the result since you didn't follow my instructions Wink

Setting up an animation for SIO2 is REALLY EASY it just takes a bit a time initially to setup the appropriate vertex group attached to the bones, that's all...
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Post  nintendog Fri May 08, 2009 10:12 pm

What's the exact meaning of "Link"?
As I know, "Link" is to make parents-child relationship between objects.
Is it different of your saying "Link"?

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Post  yarri Sat May 09, 2009 1:20 am

For what it's worth, I had the same issue. It's critical that you set the Armature as the parent of object mesh. And if you're using "weight painting" to link the vertex and the bones, make sure every vertex is assigned. My original image looked like yours, I just needed to do more "painting" to link the vertices.

Good luck,
--yarri

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Post  sakrist Thu May 21, 2009 7:51 am

select object in edit mode and press Control+T
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Post  nintendog Mon Jun 01, 2009 10:08 pm

hi, Mr.sio2interactive!

"6. Repeat 4 and 5 for every bone and make sure that ALL triangles are attached to only ONE vertexgroup." is meaning "[in blender & sio2] can't use the multi-weight functionality"?

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Post  sio2interactive Tue Jun 02, 2009 12:03 am

Use can use weight freely within blender... the resulting animation will be baked for the SIO2 anim. system.
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Post  nintendog Tue Jun 02, 2009 12:56 am

screenshot of bone animation 111_ti10

thank you for your kind replay.
Is it the reason of the upper image within iphone to use multi-weight within the blender
and export it to sio2 anim system?
And when i making armature, increased the segment counts by using B-bone at the waist bone.
Does it become to the reason of the upper image?

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Post  sio2interactive Tue Jun 02, 2009 1:29 am

Nothing to do with... look to me that the vertex group are not properly assigned... open tutorial15.blend and check the way it have to be assigned.
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Post  nintendog Tue Jun 02, 2009 2:16 am

i already taked my every effort to solve this problem,
but it has not yet be solved.
if i send you a blender file, can you point out my fault?

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Post  sio2interactive Tue Jun 02, 2009 2:26 am

Have you pay close attention on how tutorial15 is done... remember that you already send me this file and I already give you quite some help on it... I can't really model for you you know Wink

Cheers,
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