Posted: Wed Apr 23, 2003 9:53 pm
Joined: 14 Oct 2002
Posts: 71
what about skin wait painting? like in maya...
blender is complicated and confusing for newbs this way, you know with all the nameing and parenting vetice groups..
also In the game engine there's some severe bugs that need to be fixed like object parent to bone...

I'm surprised it hasn't been fixed?
it would probabley be easy the function works out of the game engine but not in Game...
Posted: Thu Apr 24, 2003 4:00 am
Joined: 15 Oct 2002
Posts: 215
| hanzo wrote: |
what about skin wait painting? like in maya...
|
Never seen it -- how about a screenshot?
| hanzo wrote: |
also In the game engine there's some severe bugs that need to be fixed like object parent to bone... I'm surprised it hasn't been fixed?
it would probabley be easy the function works out of the game engine but not in Game... |
I don't use the game engine ... do you have a sample blend that illustrates the problem?
Chris
Posted: Thu Apr 24, 2003 8:53 pm
Joined: 27 Mar 2003
Posts: 33
| hanzo wrote: |
what about skin wait painting? like in maya...
blender is complicated and confusing for newbs this way, you know with all the nameing and parenting vetice groups..
|
Hmm.. isn't this like vertex weight painting that blender currently does?
I agree that naming vertex groups, bones, etc is a little confusing... not to mention tedious!
Hos is working on auto-skinning which should help in this respect. I look forward to seeing how that turns out.
| hanzo wrote: |
also In the game engine there's some severe bugs that need to be fixed like object parent to bone... I'm surprised it hasn't been fixed?
it would probabley be easy the function works out of the game engine but not in Game... |
Sorry, I don't use the game engine much either, but if the bugs are in the bug tracker we'll get to them... just give us a bit of time!
Cheers,
aphex
Posted: Sat Apr 26, 2003 1:06 am
Joined: 14 Oct 2002
Posts: 71
Hos it's like painting weight with a brush black = absalute effect, White = no effect. all shades in the middle are lesser and great of effects bones have, blender game bones: I don't think it's a bug I just think someone forgot to make object to bone parenting apply to the game engine thats all.
aphex how do you (paint) vertice weight to bones in blender?
Posted: Sat Apr 26, 2003 10:52 am
Joined: 27 Mar 2003
Posts: 33
| hanzo wrote: |
aphex how do you (paint) vertice weight to bones in blender? |
This link takes you to the weight painting docs:
http://www.blender.org/modules/documentation/publisherdoc/charanim.html#AEN680
You can probably find tutorials too if you look around a bit.
Hope that helps!
aphex
Posted: Tue Apr 29, 2003 6:14 pm
Joined: 14 Oct 2002
Posts: 71
aphex, dude thanks so much! weight painting!

now there's only The game armature problem. well hmmm
but this is just like the on in maya (well almost) this will make it so much easier to animate my charecters.. how did I miss this function?

this is imbaresing for as long as I new this program darn!
I just thought of something, Is there away that the mesh vetex animation keys can be made to work together with the bone animations so char animators could Do muscles bulging etc, I know it's already posable but it's hard to do.
This function would rock!
Posted: Wed Apr 30, 2003 8:02 pm
Joined: 14 Oct 2002
Posts: 71
what about Bone Controler! it would make char animation much easyier!
like anywere you drag the foot the leg movment fallows, like real world motion...
Posted: Sat May 03, 2003 12:03 am
Joined: 24 Apr 2003
Posts: 14
I completely agree with hanzo on the bone controller, that is a KICK BUTT concept! that would make all of our lives easier.... if only, so the thingamajigers (bones/armatures) would stay the same length, while editing them! I like it...
Posted: Sat May 03, 2003 12:29 am
Joined: 24 Apr 2003
Posts: 14
On the menu buttons, go to the guy running, should be the second from the top in the 2.25 publisher- and click on your armature(previously described as thingamajiger) and you should see the ipo thingy, and then you just click bake, and voila! presto! your cake is baked, but not frosted, so go to the game icon in the menu, and then on the actuator thing add an "action" which is labled whatever your bake button named it... and there ya go, a nice armature thing working ingame! Oh, one more note, the object you are animating has to be ONE object... then you bind it by armature, and be sure to name the groups right so they go with the flow... hope this is what you were lookin for?
Posted: Sat May 03, 2003 12:58 am
Joined: 15 Oct 2002
Posts: 215
How does 'Bone Controller' differ from an IK constraint?
Chris
P.S. Still waiting for an example blend that
shows the game bone bug...
Posted: Sat May 03, 2003 1:16 am
Joined: 28 Jan 2004
Posts: 111
The current IK constraints do this.
Posted: Sat May 03, 2003 8:55 pm
Joined: 14 Oct 2002
Posts: 71
Pablosbrain: current IK constraints dose what I consepted above?

were is that?
plz tell!
Posted: Sat May 03, 2003 9:16 pm
Joined: 24 Apr 2003
Posts: 14
see that is why I posted the question... I'm goin to bump it...
Posted: Sun May 04, 2003 1:00 am
Joined: 28 Jan 2004
Posts: 111
The only difference between what you have depicted above and what the current IK contraints do is the visual line between the start of the IK change and the solver. That is the only difference you've created... The functionality is exactly the same.
Posted: Sun May 04, 2003 3:22 am
Joined: 14 Oct 2002
Posts: 71
thanks, OK, how do I do it?
sorry for my stupidity:roll: