I sometimes post good news/bad news sorts of things
but this is just a good news post. Yes, Bwian saw anomalous
bone assignments in a unit but I think this is solved.
I was looking through the Max Script documentation for
how to delete vertex assignments to correct the
anomalous assignments but saw this by serendity:
Edit: Apologies, serendity is usually spelled as serendipity.
Code:
skinOps.ReplaceVertexWeights <Skin> <vertex_integer> \
( <vertex_bone_integer> | <vertex_bone_array> ) \
( <weight_float> | <weight_array> )
Sets the influence of the specified bone(s) to the specified vertex. Any influence weights for the bone(s) that are not specified are erased. If the bones and weights are specified as arrays, the arrays must be of the same size.
This is literally a one-liner solution to the extraneous bone
assignments problem. If Bwian has the same results for 3ds Max
as I've had for Gmax this is a done deal. The crux is: any influence for the
bones not specified is erased and the original assignments i.e. those from
the .ms3d file, are enforced. Tried this out and it works for Bwian's custom
skeleton model where problems were noted before. Will post again once this
is confirmed.
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