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Kilandor
06-29-2006, 04:03 AM
Ok, here it is.

Mind you this is a very rough example for Hume male. This is so people can have somethign to play with. And Expirement with it. Its just using some texture from The hume Male No equip part. But anyone can change that easily.

You will notice clipping because I didn't want to spend all day moving it aorudn to get it perfect. But As you can see the cape moves with you. Its like a flowing cape....But With Adding Seperate weights For the Vertex's you could get that effect. It just takes Experimenting.

I set the Top Set Of Vertex's to a less movable part of the body (the shoulder area). And the Bottom Row, is set to a little bet more mobile part (the hips).

The Dat is for Hume Male No equip so 1-28-7. Backup as always

http://www.mytempdir.com/772392 (http://www.mytempdir.com/772392)


Any Questions just ask me and i'll try to help.

Balfree
06-29-2006, 06:17 AM
Pic plz?

Kilandor
06-29-2006, 11:39 AM
Ah, No Pic sorry. Not much poitn cause its not soemthign anyone would relaly want to use for real game play. This just for people who would like a place to start for doing capes.

dabadking
06-29-2006, 11:45 AM
cool :) I'll start messing with it in a bit when I am able and hopefully I can get it all funcional. thanks :)

Altae
06-29-2006, 07:18 PM
One thing I thought might help is the way Hume Female 2B face works. If you can figure out how the ponytail swooshes like it does in-game, I feel that might help alot towards your development of the cape.

dabadking
06-29-2006, 07:22 PM
I think they have a skeleton in the ponytail to make it move..if they dont... then thats an AWESOME idea...however I'm not sure how I would go about finding out how they did it...

Kilandor
06-29-2006, 10:05 PM
Yes, its an Extra skeleton for the pony tail. Just like the mithra has its own skeltons for the tail.

It is a good idea though ^^

Mellowy
06-30-2006, 04:56 AM
Hmmm, I got a question about this weight thing. Well, actually a few.

How does it work? Does it make make the vertexes to follow other vertexes depending on weights?

I'm just thinking of this could possibly solve my problems with my Rydia dat. Which is that I'm not sure how to make "things" hang from the arms. Basicly if the arm is downards I want the hanging thing to bend towards the ground, and when arms are forward, it should still hang towards the ground.


I was actually mostly waiting for new VRS so I could maybe just adjust animation to fix it, but maybe this weight thing would be enough.

dabadking
06-30-2006, 05:28 AM
hmm... well...not many animations are always facing one direction but... my advice is find a helmet with tassels, and take them off of that. Then just give the things on the arm those weights... I'm not experienced in actually setting weights so... not sure if that would work but its worth a shot.

Shep
06-30-2006, 11:28 AM
Ah, No Pic sorry. Not much poitn cause its not soemthign anyone would relaly want to use for real game play. This just for people who would like a place to start for doing capes.

a pic would be nice because most ppl will not DL something when they have no idea what they are getting. just my 2 cents

Macht
06-30-2006, 11:58 AM
Hmmm, I got a question about this weight thing. Well, actually a few.

How does it work? Does it make make the vertexes to follow other vertexes depending on weights?

I'm just thinking of this could possibly solve my problems with my Rydia dat. Which is that I'm not sure how to make "things" hang from the arms. Basicly if the arm is downards I want the hanging thing to bend towards the ground, and when arms are forward, it should still hang towards the ground.


I was actually mostly waiting for new VRS so I could maybe just adjust animation to fix it, but maybe this weight thing would be enough.

If you are waiting for the New VRS to adjust the animation it still depends heavily on skeltal weight.

See the model for motion is created out two things, a skeleton structure and the mesh.

Now when you set a skeletal weight to a vertex it tells that vertex (mesh) how it should react when that specific skeleton is moved. Consider weight settings as being percentages, so a setting of 1.0000 means that the object moves 100% to that skeleton's motion so if that skeleton rotates 60 degrees all vertex's that are 100% on that skeleton also rotate 60 degrees.

You are constricted to setting the weight to 2 skeletons, when 2 skeletons are involved then how the vertex moves is a percentage of each added together. So say a skeleton-1 rotates 60 degrees and skeleton-2 rotates 30 degrees, now say you have a vertex set as S1 = 30% and S2 = 70% then that vertex will rotate a total of 39 degrees. This is considering that both skeletons rotated the same direction on a X, Y, or Z axis.

Basically the skeletal weight is to set the mesh so it moves, stretches, and crunches to a more realistic look.

For tassles doing what Dabaking suggested will not get the result done, issue being that tassles on the arm vs one on the head have an extra motion the skeleton has to do otherwise the vertex's set will stretch wrong. As long as the range of motion isn't very huge you can possibly do as dabaking suggested by setting the vertex's to that specific tassle as 90% to the arm skeleton and the 10% to the skeleton doing the tassle movement, which should help reduce the stretching but the tassle movement will be greatly reduced to were it might not be that noticable.

Kilandor
06-30-2006, 03:58 PM
a pic would be nice because most ppl will not DL something when they have no idea what they are getting. just my 2 cents

Yea I know and normally I provide Images for stuff. But this isn't something somone's going to want to use Ingame. It looks like total crap in its current form with very bad clipping ^^. I dind't make this for normal use Its made for people interested in capes. And having atleast some what of a Starting point for them to work from and expirment with.

Its very Basic. Its got no real Texture To it. Its A curved cape at the top and bottom So its not totaly Straight, It goes from the Neck down to about the kneecaps I think

Mellowy
06-30-2006, 04:08 PM
If you are waiting for the New VRS to adjust the animation it still depends heavily on skeltal weight.

See the model for motion is created out two things, a skeleton structure and the mesh.

Now when you set a skeletal weight to a vertex it tells that vertex (mesh) how it should react when that specific skeleton is moved. Consider weight settings as being percentages, so a setting of 1.0000 means that the object moves 100% to that skeleton's motion so if that skeleton rotates 60 degrees all vertex's that are 100% on that skeleton also rotate 60 degrees.

You are constricted to setting the weight to 2 skeletons, when 2 skeletons are involved then how the vertex moves is a percentage of each added together. So say a skeleton-1 rotates 60 degrees and skeleton-2 rotates 30 degrees, now say you have a vertex set as S1 = 30% and S2 = 70% then that vertex will rotate a total of 39 degrees. This is considering that both skeletons rotated the same direction on a X, Y, or Z axis.

Basically the skeletal weight is to set the mesh so it moves, stretches, and crunches to a more realistic look.

For tassles doing what Dabaking suggested will not get the result done, issue being that tassles on the arm vs one on the head have an extra motion the skeleton has to do otherwise the vertex's set will stretch wrong. As long as the range of motion isn't very huge you can possibly do as dabaking suggested by setting the vertex's to that specific tassle as 90% to the arm skeleton and the 10% to the skeleton doing the tassle movement, which should help reduce the stretching but the tassle movement will be greatly reduced to were it might not be that noticable.

It sounds difficult, but also like it is the way to go to try and fix those hanging parts. Was there a tutorial about these weights on that VRS tutorial site? (which was unreachable last time I checked).

It sounds fun enough to put some effort into making though, since I don't think I've seen many other dats yet with such things.

Macht
06-30-2006, 04:14 PM
It sounds difficult, but also like it is the way to go to try and fix those hanging parts. Was there a tutorial about these weights on that VRS tutorial site? (which was unreachable last time I checked).

It sounds fun enough to put some effort into making though, since I don't think I've seen many other dats yet with such things.

Not really, because how you'd set a skeletal weight varies depending on the build of the mesh and the skeletons..

Well also that the VRS website just show a quick and dirty on how to just use the options on the program, no detail about practical application.