andstef Posted February 7, 2013 Share Posted February 7, 2013 Hello, It seems i can't figure out how to do this apparently simple thing. I'm trying to control geometry with bones. I plan on using this method to control a more complex piece representing an object made of a laser-cut metal sheet, so i do not want the geometry to stretch. For this test I used a simple plane turned to editpoly and linked x form - each polygon linked to a corresponding bone. When I move the first bone, it works fine, but when i move the second one there are some problems as you can see in the attached images. Do you have any advice on how should I do this? Thank you! Link to comment Share on other sites More sharing options...
johannestiner Posted February 7, 2013 Share Posted February 7, 2013 Skin modifier Link to comment Share on other sites More sharing options...
andstef Posted February 7, 2013 Author Share Posted February 7, 2013 (edited) the skin modifier stretches the geometry, as far as i know, I just want this to bend at the edges while the polygons do not deform (as in the real world situation where the object will be made of a bent metal sheet) please correct me if i'm wrong Edited February 7, 2013 by andstef Link to comment Share on other sites More sharing options...
johannestiner Posted February 7, 2013 Share Posted February 7, 2013 You can only bend an object were there is detail, a singel polygon will be flat. Link to comment Share on other sites More sharing options...
johannestiner Posted February 7, 2013 Share Posted February 7, 2013 If you were to skin that plane you have in your image, it would only bend were the edges are. Link to comment Share on other sites More sharing options...
andstef Posted February 7, 2013 Author Share Posted February 7, 2013 Indeed, I just tried that and it does bend only where the edges are (which is convenient) however when I add detail to that area, such as in the attached image, the geometry does not bend the way it should. Is there a way to tell the skin modifier how to handle those areas? Link to comment Share on other sites More sharing options...
johannestiner Posted February 7, 2013 Share Posted February 7, 2013 Well you can weight it, just look at the help file, everything you need is there Link to comment Share on other sites More sharing options...
andstef Posted February 7, 2013 Author Share Posted February 7, 2013 thank you, I will try to figure out how this "weight" works Link to comment Share on other sites More sharing options...
johannestiner Posted February 7, 2013 Share Posted February 7, 2013 Yeah do that, not by the computer so hard to give detaild help now Link to comment Share on other sites More sharing options...
andstef Posted February 7, 2013 Author Share Posted February 7, 2013 If you are suggesting that i asked help on this forum before searching Max Help (skin modifier included), google, other online tutorials, and trying to do it myself, you are wrong. If you aren't, than I apologize. Link to comment Share on other sites More sharing options...
johannestiner Posted February 7, 2013 Share Posted February 7, 2013 Umh? Lol... Link to comment Share on other sites More sharing options...
andstef Posted February 7, 2013 Author Share Posted February 7, 2013 ok, enough awkwardness, back to the subject it worked with vertex weights, Thank you very much for your help! Link to comment Share on other sites More sharing options...
johannestiner Posted February 7, 2013 Share Posted February 7, 2013 Sounds great! All i said that i wasent by the comp, kind of hard to give detaild help. A lot easier when your by the computer Link to comment Share on other sites More sharing options...
andstef Posted February 7, 2013 Author Share Posted February 7, 2013 I misinterpreted, I apologize. Thank you again! Link to comment Share on other sites More sharing options...
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