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Skinned mesh with envelopes

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588
Country
germany
Hello folks!

I have come up with a workaround to using envelopes with armatures and skinned meshes. When you set up an object for skinning, you usually create vertex groups for the different bones that deform it. Well, this workaround creates theses vertex groups for you, using the envelope data of the bones.

So make sure you have an object and the corresponding armature to deform it. I will use the Cylinder and the Armature from the tutorial on skinned meshes. Then add an armature modifier to the object...
  • Check the "Bone Envelopes" box as in the picture below
envelope_workaround_01_zps2a6081fd.png

  • Animate your bones (and tag them with FSX Animation Tool)
  • Adjust the envelopes (Distance, Weight, Head, Tail) in the bones tab of the armature until you're satisfied with your animation/deformation.
envelope_workaround_1_zpsbae0e5ad.png

  • Select the object then the armature and make it parent to the object (hit Ctrl+P). Choose "With Envelope Weights"
envelope_workaround_2_zps910ebadc.png

You can now check that vertex groups were created in the mesh tab of the object:
envelope_workaround_4_zpsfc3d7449.png

Make sure you have a material with "Skinned mesh" checked.
You can now export your skinned mesh as usual.

Thank you for reading:)
 
Hi,
Is "vertex group" still works?
Or I have to check only "Bone Envelopes"
because with version 702 I have this error message.



If I return the old version, I have no errors.

Thank you;)
 
Hi Rico.

Are you using an "Ambient" animation? You probably found a bug. I'm sorry for that. I will fix it ASAP.

And yes, vertex groups still work...
 
Hi Rico,

Bug fixed. New release 0.7.03 is available. It should work again now.

Cheers :)
 
Hi,

Great :) I rush to see Blender!!!!
thank you very much :rotfl:



edit:
It works very well :) "Yay! Great, capt_x!"
Thanks!!
 
Last edited:
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