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View Full Version : Rotate Skelegons in LW8



Thunderb
08-04-2004, 06:49 AM
Sorry guys, I have read all the threads on this topic but can anyone explain why Rotate Skelegons when used just messes up my mesh... I have all the weight maps applied to the mesh for each bone but still, when switched on and when I rotate any bone, the mesh deforms all over? What am I doing wrong?

Darrell
08-04-2004, 08:22 AM
hmmm...i'm having that same problem too with my retared pigeon...so i deleated the weights...i'm uh work on it though...i'm uh work on certain body parts. then add the rest of the weights one by one. it could be the ummm falloff type you know that lil box that has some options like inverse distance ^2 (^4, ^6, ^8, ^16)...i don't know...but if & when i find out...i'll let you know

Dodgy
08-04-2004, 11:15 AM
Don't use the weight>Bone Weights to generate your weight maps, use vertex paint as the BW command seems to be buggy...