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20. Assigning
joints
Now the shape and
the texture mapping is finished. But before we can go preview our mesh
with a nifty texture we need to look at the joints. This is because we
added brand new shapes and the game needs to know how the shapes move in
the game. If you forget to assign all vertices to a joint you get an error
message when exporting. Ok, so click the joints tab. You'll see a long
list of joints to choose from. How do you find out what joint so assign
to? Well as the maxis mesh is already assigned to joints you just need to
find out to which joints the closest maxis vertices are assigned. You may
need to assign different parts of the shape to different joints if you
make a larger shape. But first make sure all parts of the mesh is
visible (Edit -> unhide all). Then click the SelUnassigned button
to see which parts of the mesh are not assigned yet.

No surprice,
it's the belt. Ok, so find out which joints the hip are assigned to by
choosing different joints from the list and clicking SelAssigned.

The
pelvis comes closest. Now select the belt again by clicking
SelUnassigned and with the pelvis joint selected press the Assign
button. To check that everything is assigned right click first the
SelUnassigned botton to see no vertices were left out and then Pelvis,
SelAssigned to see all the vertices assigned to the pelvis. Well,
everything looks just fine.
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