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Post by anno1404 on Dec 25, 2011 0:33:23 GMT -5
Is there a limit to how many bones a mesh can have?
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Post by Freako on Dec 25, 2011 0:53:16 GMT -5
Obviously. If a model has more bones than the game knows what to do with it'll have a spaz.
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Post by anno1404 on Dec 25, 2011 2:21:19 GMT -5
Obviously. If a model has more bones than the game knows what to do with it'll have a spaz. I was asking for plazid. (sp?)
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Post by plasmid on Dec 25, 2011 2:22:16 GMT -5
so how many bones per mesh then?
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Post by Freako on Dec 25, 2011 2:39:30 GMT -5
Well after importing a model there are 98 bones in the list. So... 98?
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Post by plasmid on Dec 25, 2011 2:54:57 GMT -5
Im rigging franks jacket and parts of his arm and stomach spazzed out, but so far I cant figure out why. the skin is coppied over from the default jacket
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Post by Freako on Dec 25, 2011 3:00:27 GMT -5
Do you mean the default jacket in off the record or... DR1's default jacket?
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Post by plasmid on Dec 25, 2011 3:09:13 GMT -5
I coppied the skin from the OTR jacket, but I think ill just redo the skin.
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djlarryt
Modder
Ridin the dolphin!
Posts: 171
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Post by djlarryt on Dec 28, 2011 7:28:26 GMT -5
The vertex points of the jacket you're using may not map directly to the bones the same way as the skin you want to use, even though they're both jackets. One may have more/less vertices than the other which would cause this effect. Just re-weight them to the bones they should be attached to and export it with MarioKart's tool. It's not a difficult fix. Blue Castle re-used the same skeleton for male, female, and other characters to save them time. This also makes it easy for us to mod
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Post by Freako on Dec 28, 2011 8:55:35 GMT -5
He already found the problem,
Well I did. He was using a terribly outdated version of Mario's script.
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