View Full Version : Subpatch?
walfridson
09-03-2005, 04:57 AM
Shockwave doesn't like subpatch set to last? I get a goofy mesh when exporting with bones...
When I have "set to first" the mesh looks bad so..
http://vbulletin.newtek.com/attachment.php?attachmentid=22939&stc=1
MentalFish
09-12-2005, 03:47 PM
i dont recommend using subpatched models when working with any realtime 3d engine at all. Use the model as it will be inside the 3d engine (all triangles), and apply weightmaps to that model. So in your case, I will recommend that you freeze the model, and then apply the weightmaps.
Important to know is that you need to assign 100% weightmap to the parts you want to affect, as ShockWave3D (and most other realtime engines), does not support weightmaps with falloff (values between 0-100%), its either on or off.
The first time you export your W3D from LightWave you might get an error, and you will have to save the scene as it is, close all LightWave programs, and reopen the scene before exporting it again, hopefully without errors.
If you have a model with only a few points weightmapped, but not all, you might getting some unwanted results and the model will go haywire. This might also be if you dont have bones assigned to all the weightmaps generated. So as a rule of thumb:
Weightmap all points of the model, and assign a bone to each weightmap.
Hope that helps
mdoyle
10-06-2005, 06:38 AM
mportant to know is that you need to assign 100% weightmap to the parts you want to affect, as ShockWave3D (and most other realtime engines), does not support weightmaps with falloff (values between 0-100%), its either on or off.
I have created characters with weightmaps not 100%. I have noticed that a gradient or falloff over a poly doesn't really work. But with a weight map of say 60% on points seem to still work as the deformation is still there but not as strong. Unless it just a coincidence that the other bones are affecting the poly's and I am just lucky it still kept a good deformation.
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