Author Topic: some bones not affecting skin  (Read 893 times)

Phil Shenk   «   on: February 25, 2011, 04:35:34 AM »
Hi, I have a character mesh skinned to a biped. I'm using some "twist" bones, which are procedurally controlled bones to smooth the transition between two other bones.

It seems like the twist bones aren't affecting the mesh in the exported file. I saw in the FAQ that bones need a key frame, but biped twists aren't keyable nodes.

Just to test, I replaced the these nodes in the skin modifier with helper objects, and added keys to them, but the skin still wasn't being affected.

Maybe the bone influence limit is only 2? I have my current skin set to a max influence of 3.

Ariel Nehmad   «   Reply #1 on: February 25, 2011, 09:37:50 AM »
hi phill, in current skin implementation, there is no limit of bones per vertex. but the "twist" is and 3dmax advanced feature that we can not implement for real time games at the moment.

if you need better precision (and also for the normals), try to export it and applying a "F3D Vertex Animation" instead of skin. 

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