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Showing posts with label groups. Show all posts
Showing posts with label groups. Show all posts

Friday, September 2, 2011

It just came to me

I think I have figured it out. And I don't see how I could possibly be wrong this time. You can't have a vertex belong to more than 4 vertex groups. That's what causes the error. I think I need to add this information to my RCT3 Animation tutorial. I should be given a medal or something for figuring this out.

I will report back when I have configured the model properly to conform to this quirky rule.

Saturday, August 27, 2011

Even Closer

Today I successfully imported many of the vertex groups for the model. That means that some parts were deformed by the animation, and some weren't. I'm going to slowly add groups until I find the one (or ones) that are causing the problem. This post is very good news, because it means that there's nothing wrong with a good number of the weight painting that I did. So I can at least keep about half of my weight painting at this point. I'm hoping I'll just narrow it down further and further until there's only a couple of vertex groups left, and those will be the ones that are causing problems and have to be re-done. And then it's on to texturing!!!!

Wednesday, August 24, 2011

3/4 of the way there

So today I managed to get the Mesh, and all 64 bones (that's right, I said 64) of the Armature to import correctly into RCT3. But there is a catch. The importer will only accept the armature if I delete all of the vertex groups that correspond to all of my tedious weight painting. So, the model imports, but it is not properly deformed even though the armature is imported with it. The suspicions that I had a few posts ago have now been pretty much completely confirmed; it's the vertex groups. Now I just need to figure out what the heck is wrong with them.

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