#Rigging mesh at run time from intersecting skeleton

10 messages · Page 1 of 1 (latest)

meager granite
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I've got the vertices knowing which is their closest bone and using a hash routine to color vertices and bones, I produced the following... Everything is lining up pretty much correctly, however the mesh is still not rigging correctly. The extra, Project Bento bones are not being displayed in the visualization but they are still there. Dots are vertices in the below screenshots, and lines are bones. Colors are generated via a hashing algorithm to ensure that the visualization has vertex colors being colored the same as their respective bone, to visualize which bone each vertex is weighted to.

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I'm wondering what's being done wrong now

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this is the script as of the time of the above screenshots

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And that's the SkeletonLoad that loads the skeleton from the avatar_skeleton.xml file

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Can anybody perhaps help out on figuring out how to get the meshes rigging correctly?

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Here's the scripts and relevant LLM and XML files

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I'd really appreciate any help on getting the meshes properly skinning/rigging

meager granite