PsychotropicDog wrote:Well I tried skinning the default model to my pseudo Basic Figure.
Deciding which verts to be controlled by the shoulder joint - tried a few combinations, but ultimately I can not be certain.
Guess I'll ask - is there a way to know which vertex group a vertice belongs to according to the actual game rig?
rudel_ic's animation viewing scripts would be ideal to discover how the shoulder challenge was originally dealt with, if I could see the mesh.
If you want to see the vertex groups applied to the old rig, do this in Blender:
- Import Body.solid
- Select the mesh in Object Mode
- Import the skeleton "Basic Figure"
Then, you can
- Select the Body mesh in Object Mode
- Switch to Edit Mode (TAB)
- Deselect all with A and
Go through the vertex groups to see which is which in this thing:
- Select vertex group name (s12, for example)
- Click "Select"
- To deselect all, press A in the 3D Window until nothing's highlighted
Edit: Animation import onto a Body.solid is in the works, patience.
Edit: Note that the rigging stuff isn't fixed yet, so the group names will change. The partitioning remains the same, of course. We talked about this elsewhere.
GTG, HTH