gblanket@Posted: Sun Jan 13, 2008 12:29 am :
After I converted my character to polygons and textured it, I found out that the skeleton moves separately from the body.
What can I do to connect it back?



Dinky@Posted: Sun Jan 13, 2008 1:51 am :
Make sure you have this set to animation: http://img174.imageshack.us/img174/8827/help1hm0.jpg

1. Go to the original pose of the skeleton. Try the first frame in the animation (before the rig moves).

2. Then click the Rig and then Shift+Click the Polygon Mesh.

3. With both the rig and polygon mesh selected, go to the pulldown menus and go to "Skin>Bind Skin>Smooth Bind"

If you don't have the "Skin" pull-down menu on your top most bar, make sure and go over to the other pull-down menu on the upper-left corner and select animation.


EDIT: Oh yeah, one more thing I forgot to mention. Before you begin animating your character, you should really make sure the geometry is in it's final state in every aspect before you even begin rigging. But if you have to go back and modify the geometry after some animation has been done, then make sure and do this beforehand:

1. Select both your skeleton rig and your geometry mesh.

2. Go to the pull-down menu Skin and click "Detach Skin".

After you do that, make your geometry modifications and re-attach your skin by going to "Skin>Bind Skin>Smooth Bind". Also, I'm pretty sure that you lose all your skinning information if you have to detach your skin to make modifications to your geometry. Meaning that if you spend a lot of time making a complicated arm anatomy look good as it deforms, then detach and re-attach the geometry, you will lose all your hard work. Or, at least, I'm pretty sure that will happen, not 100%.

You cannot make modifications to your geometry after you have binded it to a skeleton rig.


I hope I helped. Post again if you need some more help or additional info.



gblanket@Posted: Sun Jan 13, 2008 12:29 am :
After I converted my character to polygons and textured it, I found out that the skeleton moves separately from the body.
What can I do to connect it back?



Dinky@Posted: Sun Jan 13, 2008 1:51 am :
Make sure you have this set to animation: http://img174.imageshack.us/img174/8827/help1hm0.jpg

1. Go to the original pose of the skeleton. Try the first frame in the animation (before the rig moves).

2. Then click the Rig and then Shift+Click the Polygon Mesh.

3. With both the rig and polygon mesh selected, go to the pulldown menus and go to "Skin>Bind Skin>Smooth Bind"

If you don't have the "Skin" pull-down menu on your top most bar, make sure and go over to the other pull-down menu on the upper-left corner and select animation.


EDIT: Oh yeah, one more thing I forgot to mention. Before you begin animating your character, you should really make sure the geometry is in it's final state in every aspect before you even begin rigging. But if you have to go back and modify the geometry after some animation has been done, then make sure and do this beforehand:

1. Select both your skeleton rig and your geometry mesh.

2. Go to the pull-down menu Skin and click "Detach Skin".

After you do that, make your geometry modifications and re-attach your skin by going to "Skin>Bind Skin>Smooth Bind". Also, I'm pretty sure that you lose all your skinning information if you have to detach your skin to make modifications to your geometry. Meaning that if you spend a lot of time making a complicated arm anatomy look good as it deforms, then detach and re-attach the geometry, you will lose all your hard work. Or, at least, I'm pretty sure that will happen, not 100%.

You cannot make modifications to your geometry after you have binded it to a skeleton rig.


I hope I helped. Post again if you need some more help or additional info.



gblanket@Posted: Sun Jan 13, 2008 12:29 am :
After I converted my character to polygons and textured it, I found out that the skeleton moves separately from the body.
What can I do to connect it back?



Dinky@Posted: Sun Jan 13, 2008 1:51 am :
Make sure you have this set to animation: http://img174.imageshack.us/img174/8827/help1hm0.jpg

1. Go to the original pose of the skeleton. Try the first frame in the animation (before the rig moves).

2. Then click the Rig and then Shift+Click the Polygon Mesh.

3. With both the rig and polygon mesh selected, go to the pulldown menus and go to "Skin>Bind Skin>Smooth Bind"

If you don't have the "Skin" pull-down menu on your top most bar, make sure and go over to the other pull-down menu on the upper-left corner and select animation.


EDIT: Oh yeah, one more thing I forgot to mention. Before you begin animating your character, you should really make sure the geometry is in it's final state in every aspect before you even begin rigging. But if you have to go back and modify the geometry after some animation has been done, then make sure and do this beforehand:

1. Select both your skeleton rig and your geometry mesh.

2. Go to the pull-down menu Skin and click "Detach Skin".

After you do that, make your geometry modifications and re-attach your skin by going to "Skin>Bind Skin>Smooth Bind". Also, I'm pretty sure that you lose all your skinning information if you have to detach your skin to make modifications to your geometry. Meaning that if you spend a lot of time making a complicated arm anatomy look good as it deforms, then detach and re-attach the geometry, you will lose all your hard work. Or, at least, I'm pretty sure that will happen, not 100%.

You cannot make modifications to your geometry after you have binded it to a skeleton rig.


I hope I helped. Post again if you need some more help or additional info.



gblanket@Posted: Sun Jan 13, 2008 12:29 am :
After I converted my character to polygons and textured it, I found out that the skeleton moves separately from the body.
What can I do to connect it back?



Dinky@Posted: Sun Jan 13, 2008 1:51 am :
Make sure you have this set to animation: http://img174.imageshack.us/img174/8827/help1hm0.jpg

1. Go to the original pose of the skeleton. Try the first frame in the animation (before the rig moves).

2. Then click the Rig and then Shift+Click the Polygon Mesh.

3. With both the rig and polygon mesh selected, go to the pulldown menus and go to "Skin>Bind Skin>Smooth Bind"

If you don't have the "Skin" pull-down menu on your top most bar, make sure and go over to the other pull-down menu on the upper-left corner and select animation.


EDIT: Oh yeah, one more thing I forgot to mention. Before you begin animating your character, you should really make sure the geometry is in it's final state in every aspect before you even begin rigging. But if you have to go back and modify the geometry after some animation has been done, then make sure and do this beforehand:

1. Select both your skeleton rig and your geometry mesh.

2. Go to the pull-down menu Skin and click "Detach Skin".

After you do that, make your geometry modifications and re-attach your skin by going to "Skin>Bind Skin>Smooth Bind". Also, I'm pretty sure that you lose all your skinning information if you have to detach your skin to make modifications to your geometry. Meaning that if you spend a lot of time making a complicated arm anatomy look good as it deforms, then detach and re-attach the geometry, you will lose all your hard work. Or, at least, I'm pretty sure that will happen, not 100%.

You cannot make modifications to your geometry after you have binded it to a skeleton rig.


I hope I helped. Post again if you need some more help or additional info.



gblanket@Posted: Sun Jan 13, 2008 12:29 am :
After I converted my character to polygons and textured it, I found out that the skeleton moves separately from the body.
What can I do to connect it back?



Dinky@Posted: Sun Jan 13, 2008 1:51 am :
Make sure you have this set to animation: http://img174.imageshack.us/img174/8827/help1hm0.jpg

1. Go to the original pose of the skeleton. Try the first frame in the animation (before the rig moves).

2. Then click the Rig and then Shift+Click the Polygon Mesh.

3. With both the rig and polygon mesh selected, go to the pulldown menus and go to "Skin>Bind Skin>Smooth Bind"

If you don't have the "Skin" pull-down menu on your top most bar, make sure and go over to the other pull-down menu on the upper-left corner and select animation.


EDIT: Oh yeah, one more thing I forgot to mention. Before you begin animating your character, you should really make sure the geometry is in it's final state in every aspect before you even begin rigging. But if you have to go back and modify the geometry after some animation has been done, then make sure and do this beforehand:

1. Select both your skeleton rig and your geometry mesh.

2. Go to the pull-down menu Skin and click "Detach Skin".

After you do that, make your geometry modifications and re-attach your skin by going to "Skin>Bind Skin>Smooth Bind". Also, I'm pretty sure that you lose all your skinning information if you have to detach your skin to make modifications to your geometry. Meaning that if you spend a lot of time making a complicated arm anatomy look good as it deforms, then detach and re-attach the geometry, you will lose all your hard work. Or, at least, I'm pretty sure that will happen, not 100%.

You cannot make modifications to your geometry after you have binded it to a skeleton rig.


I hope I helped. Post again if you need some more help or additional info.



gblanket@Posted: Sun Jan 13, 2008 12:29 am :
After I converted my character to polygons and textured it, I found out that the skeleton moves separately from the body.
What can I do to connect it back?



Dinky@Posted: Sun Jan 13, 2008 1:51 am :
Make sure you have this set to animation: http://img174.imageshack.us/img174/8827/help1hm0.jpg

1. Go to the original pose of the skeleton. Try the first frame in the animation (before the rig moves).

2. Then click the Rig and then Shift+Click the Polygon Mesh.

3. With both the rig and polygon mesh selected, go to the pulldown menus and go to "Skin>Bind Skin>Smooth Bind"

If you don't have the "Skin" pull-down menu on your top most bar, make sure and go over to the other pull-down menu on the upper-left corner and select animation.


EDIT: Oh yeah, one more thing I forgot to mention. Before you begin animating your character, you should really make sure the geometry is in it's final state in every aspect before you even begin rigging. But if you have to go back and modify the geometry after some animation has been done, then make sure and do this beforehand:

1. Select both your skeleton rig and your geometry mesh.

2. Go to the pull-down menu Skin and click "Detach Skin".

After you do that, make your geometry modifications and re-attach your skin by going to "Skin>Bind Skin>Smooth Bind". Also, I'm pretty sure that you lose all your skinning information if you have to detach your skin to make modifications to your geometry. Meaning that if you spend a lot of time making a complicated arm anatomy look good as it deforms, then detach and re-attach the geometry, you will lose all your hard work. Or, at least, I'm pretty sure that will happen, not 100%.

You cannot make modifications to your geometry after you have binded it to a skeleton rig.


I hope I helped. Post again if you need some more help or additional info.