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16 oktober 2012
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Alle discussies > Dota 2 Modeling > Details van topic
Assigning model to bones problem
I am making a headpiece for Meepo and I have kept the idea of the grass hanging out his mouth, along with a hat. So I parent the whole model to the Head bone, and then only select the vertices of the grass and assign that to the Jaw bone, with the hat assigned to the Head bone.

My problem is that when I go into pose mode to make sure everything moves alright, the bones do nothing when rotated. Even worse, when I move the bones from side to side, the part of the model it is assigned to moves at double speed, meaning it is in the wrong position when moved.



Hope you can help me,
Lix3


Ps. Love the tutorial Helljumper. It was soooo helpful, though a more in depth part on texturing would be good as it took me ages to get that right.
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Sounds like you're learning the "joy" of rigging, haha. In situations like this, I typically will decompile an existing item that functions similarly to what I want it to do. Then I take a look at how the bones were applied.

I would suggest doing that first-- take a look at how other people set it up (decompiling a model is pretty simple: Wyk describes how to do that here[wyksblog.com]). Then try to mimic the bone rig. Are you using weight-paint mode, btw? Weight-paint mode is extremely important for rigging. I would suggest browsing through some tutorials on how to use it.
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Alle discussies > Dota 2 Modeling > Details van topic