Malo Posted May 4, 2016 Share Posted May 4, 2016 Hello,Able to model using the window "action" is interesting. However, to my knowledge, we need to export the action in a new *.mdl, and open the new model in a new window, to take advantage of the changes. Is there a faster way, without having to export to a new *.mdl, but applied directly the action to the origin *.mdl? Quote Link to comment Share on other sites More sharing options...
detbear Posted May 4, 2016 Share Posted May 4, 2016 Hey Malo. Unless I'm misunderstanding what you're asking, it sounds like what you could do to reach that goal would be to create a pose slider for the character. Or an "On/Off" pose. The pose will remain with the original character and it can be changed. A pose is very much like an action. Hope that helps. Quote Link to comment Share on other sites More sharing options...
Malo Posted May 4, 2016 Author Share Posted May 4, 2016 Hi Detbear, Thank for the answer. Pose can't help me for the use I want. The idea is to use bones constraints (translate, rotate, scale...) to place part of members (weigted and rigged on the axis) . The idea is modeling and rigging simultaneously. Able to model moving models (more natural, and more pleasure for me) and not models in T only, without complicating the rigging. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 4, 2016 Hash Fellow Share Posted May 4, 2016 Generally if you want an MDL that has all the alterations you made in an Action (or the Chor) you need to export a new MDL. The idea is modeling and rigging simultaneously. Can you explain that more? I don't understand. Quote Link to comment Share on other sites More sharing options...
Malo Posted May 5, 2016 Author Share Posted May 5, 2016 Hi Robert,http://treser.net/AnimationMaster/2016/export.wmv (27,3Mo) Here a simple video to explain how to build a model with parts (that are rigged) of body.You create your librairies (of bodies,fingers, hands, foot, heads, arms...etc. (rigged)), drop and place (scale,modify,rotate...etc.)them. Is it easier to understand? (I am sorry for my poor english)My problem, is to find a way to optimised the step between the come back from the action window to the modeling window, without to have to save, open new model and close old action and model. Quote Link to comment Share on other sites More sharing options...
NancyGormezano Posted May 5, 2016 Share Posted May 5, 2016 Hi Malo I totally understand why this would be a good thing. And I too have always wanted a one-time instant "translate to" , and "orient like" command in modeling/bones mode. I do not like creating and modifying models via export from an action because in the past, many things did not get exported correctly - like hair, decals, etc (not sure this is still problem). However, what I currently do, when I am modifying an existing model to create a new model, or wanting to add geometry (and bones and relationships) from an existing model, is to 1) Import the part model (eg arm) into base model (eg body) 2) go into bones mode and select a bone, and then use the "translate", or "rotate" or scale modifiers with the control key pressed, until the part is in the correct place. Doing it in bones mode will translate, rotate and scale the bone along with the geometry . Quote Link to comment Share on other sites More sharing options...
Malo Posted May 5, 2016 Author Share Posted May 5, 2016 Hi Nancy, Thank you for your reply. Indeed, it is possible to modify the geometry in the "bone" window via bones, but then the "weigts", smartskins and constraints are not accessible. I experimented with the hair and decals... it seem that there are no problems now. 1 Quote Link to comment Share on other sites More sharing options...
NancyGormezano Posted May 5, 2016 Share Posted May 5, 2016 Ah yes constraints, (smartskins too?) are a different story - but the weights should be available ? The relationships should also come in when importing the "part" model, and yes constraints might have to be reset after. But I agree, doing it in an action that could directly change the model would be nice. But I'm guessing that's a whole other type of "mode" that would have to be indicated (eg like bones, modeling, action, relationship, new mode, etc) Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 5, 2016 Hash Fellow Share Posted May 5, 2016 I gave it a try but CP weighting isn't in effect when you move a bone in the model window. Quote Link to comment Share on other sites More sharing options...
NancyGormezano Posted May 5, 2016 Share Posted May 5, 2016 I gave it a try but CP weighting isn't in effect when you move a bone in the model window. I imported a weighted/boned arm into a body model and the arm weights came in - I could also manipulate the arm hierarchy without disturbing weights - so I am not understanding this comment. Quote Link to comment Share on other sites More sharing options...
Malo Posted May 5, 2016 Author Share Posted May 5, 2016 I want to say, % of weighted don't work. A CP whish as 50% BoneA and 50% BoneB, if you move it with Crtl key, it will be 100% BoneA and 0% with boneB. Quote Link to comment Share on other sites More sharing options...
NancyGormezano Posted May 5, 2016 Share Posted May 5, 2016 (edited) I want to say, % of weighted don't work. A CP whish as 50% BoneA and 50% BoneB, if you move it with Crtl key, it will be 100% BoneA and 0% with boneB. I am not finding that - I have cps weighted 50-50 tube/bone2 and I rotate bone2 in bones mode and the weighting doesn't change (16b/32 - did not try in 18) It also doesn't change if I rotate tube bone EDIT: just tested in 18p/64 and the weighting still holds Edited May 5, 2016 by NancyGormezano Quote Link to comment Share on other sites More sharing options...
Malo Posted May 5, 2016 Author Share Posted May 5, 2016 In your picture the % of the weight don't work too.See this picture to see the difference : in Bone window the % of the influence of the bones don't work. (as your picture)In action window, that work. Quote Link to comment Share on other sites More sharing options...
NancyGormezano Posted May 5, 2016 Share Posted May 5, 2016 Ah yes - now I see what you mean - The cps are still weighted at 50-50, but the rotating in bones mode doesn't take that into account. Quote Link to comment Share on other sites More sharing options...
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