Compile Error Question

MausMaus Join Date: 2002-11-03 Member: 5599Members
What is it that causes this freaky compile error anyway, and is there a way to fix it other than starting vertex-joint assignment all over again?

Comments

  • NecromanZerNecromanZer Join Date: 2002-11-01 Member: 3407Members
    hes doing the boogie!!

    but im not sure, unless you saved b4 it **** up like that i'd say you would have to start vertex-joint assigning again... not that hard is it? theres only something like 30 vertex's
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    600 vertices, 1125 polys (and likely to increase).
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    Log on to the irc chan more often.

    It's messed up because you moved the skeleton. Turn off the skeleton next time.
  • RellixRellix Join Date: 2003-02-15 Member: 13572Members, Constellation, Reinforced - Shadow
    Is/was that suppost to be a slig from the Odworld series?
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Hm I think you didn't change the skeleton. If so, that's the problem. If not, here's my own technique to fix such twisted things:
    1) Look for the bones that are twisted
    2) Add a new bone coming from this bone, do not assign anything to it
    3) By moving this "Fixing Bone" into various positions you can change the position/angle of the vetexes assigned to the "Mother Bone"
    4) Move it into a position where the animation looks good. You can find out where this position is by importing an animation, I suggest using walk into Milkshape. Move the Fixing Bone, run animation, move Fixing Bone.... Do this until the model looks right
    5) Repeat this with the other bones...
    6) No need to redo anims

    This workes for me, and it realy is much easier then redoing the anims.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Bah. I only moved a bit of the spine a little bit, too. Humph.

    No, it's not a slig, by the way. Believe it or not it's supposed to be human.
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