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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Skin modifier?

Author Topic: Skin modifier? (6 messages, Page 1 of 1)
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UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Feb 22, 2009 01:49 PM    Msg. 1 of 6       
Hey, so I noticed that you need to attach all the different parts of your weapon so that it is all one element for it to appear in first person. My only question is, how do you move the different parts then? I am pretty sure it has to do with the Skin modifier, but I don't know how to work it. Can someone please tell me?

Thanks
-UnevenElefant5


bobbysoon
Joined: Feb 1, 2007


Posted: Feb 22, 2009 08:55 PM    Msg. 2 of 6       
no, they don't have to be the same element, or even the same mesh - they just need to be linked to the frame.
If your weapon is entirely mechanical, which i think all are except the crossbow (it's string must have a skin modifier applied), you don't need the skin modifier


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Feb 22, 2009 10:54 PM    Msg. 3 of 6       
But, when I made a SMG it didn't appear in first person until I attached all the pieces of geometry together...


bobbysoon
Joined: Feb 1, 2007


Posted: Feb 23, 2009 12:02 AM    Msg. 4 of 6       
but it's a gbxmodel. I've made many gbxmodels with multiple meshes. I think it's another reason, maybe you forgot to link detached objects to their frames. Maybe you attached the geometry together and fixed an animation or something other, then ran a test which worked. idk. I just think it was something else, and you don't have to use a skin on a single mesh, even for a fp weapon. But, not having done an fp weapon myself, i can assure you i may be wrong


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Feb 23, 2009 12:16 AM    Msg. 5 of 6       
Quote: --- Original message by: bobbysoon
but it's a gbxmodel. I've made many gbxmodels with multiple meshes. I think it's another reason, maybe you forgot to link detached objects to their frames. Maybe you attached the geometry together and fixed an animation or something other, then ran a test which worked. idk. I just think it was something else, and you don't have to use a skin on a single mesh, even for a fp weapon. But, not having done an fp weapon myself, i can assure you i may be wrong

Well, I can see how maybe attaching the elements made the rigs match up all of a sudden and that's what made the weapon appear. The only reason I thought it was skin was because one of the weapons, when imported, has a skin modifier on it.
Next time I try to animate a weapon I will keep them all seperate and see what happens.


bobbysoon
Joined: Feb 1, 2007


Posted: Feb 23, 2009 04:06 AM    Msg. 6 of 6       
anything imported has a skin modifier on it, if Import Vertex Weights is checked.
and this applies to making the gbxmodel, not the animations (or collision - no weights for collision)

 

 
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