Thanks for your kind comments - Yes my plan is to release a 'Lite' version for Blitz3d users - just trying to find the best balance without crippling its functionality and still making it worthwhile to purchase a full version - a maximun poly count may be a good idea - what would be a reasonable limit - say 2000 polys ?
I will be posting a whole series of tutorials on boning, vertex assignment, and basic animation routines as soon as possible. In the meantime here's a quick run down on vertex assignment :
Vertex Assignment
To assign vertex click on the vertex Tab. Increase the vertex and joint size as required using the sliders.
To select vertex there are 4 methods.
- A single MB1 click on a vertex will toggle its selection.
- LEFT SHIFT key and MB1 to drag and select Multiple vertices EXCLUSIVE (normal)
- L CTRL and MB1 to drag and select Multiple vertices in ADDITIVE mode (selected vertices are added to selection)
- L ALT and MB1 to drag and remove vertices from selection.
The is a Back Facing checkbox. Uncheck this to only select vertices facing the camera.
To select a Primary joint use MB2 ( or select in TreeView). To select an additional joint ( up to 3 additional joints may be selected) use MB3. This acts as a toggle.
With your vertices and your joint(s) selected click on ASSIGN SELECTED. This will assign the selected vertices to the selected joint(s). Vertex weighting will be applied automatically. The weighting values are calculated depending on each individual vertex's distance from each joint. You can tweak the auto calculated values using the Primary Joint Bias slider - this boosts the amount of influence the Primary Joint has over the selection whilst maintaining a 'per-vertex' assignment.
To assign weighting values manually for the whole selection click on the WEIGHTS button to open the weights panel. Adjust the weights using the sliders as required and click the ASSIGN button. This will assign the vertices to the selected joints using the values set - all vertices will get the same weighting values.
You can modify the value as many times as you like and reassign. You can also use the (automatic) ASSIGN SELECTED first and then open the weights panel to see what weighting values were assigned ( to the last vertex in the selection). You can then modify this value and ASSIGN manually if you wish.
Switch to the ANIM tab at any time to test out your vertex assignment by rotating joints.
Important : You can also select joints directly from the TreeView but make sure you disable the 'Auto Select' checkbox when assigning vertices. If not when you click on a joint in the treeview your selection will be superceded (sp?)
There should be an HTML document in the zip file that explains each option in more detail.
Post any questions you may have - I will be happy to answer them.
I will be posting a whole series of tutorials on boning, vertex assignment, and basic animation routines as soon as possible. In the meantime here's a quick run down on vertex assignment :
Vertex Assignment
To assign vertex click on the vertex Tab. Increase the vertex and joint size as required using the sliders.
To select vertex there are 4 methods.
- A single MB1 click on a vertex will toggle its selection.
- LEFT SHIFT key and MB1 to drag and select Multiple vertices EXCLUSIVE (normal)
- L CTRL and MB1 to drag and select Multiple vertices in ADDITIVE mode (selected vertices are added to selection)
- L ALT and MB1 to drag and remove vertices from selection.
The is a Back Facing checkbox. Uncheck this to only select vertices facing the camera.
To select a Primary joint use MB2 ( or select in TreeView). To select an additional joint ( up to 3 additional joints may be selected) use MB3. This acts as a toggle.
With your vertices and your joint(s) selected click on ASSIGN SELECTED. This will assign the selected vertices to the selected joint(s). Vertex weighting will be applied automatically. The weighting values are calculated depending on each individual vertex's distance from each joint. You can tweak the auto calculated values using the Primary Joint Bias slider - this boosts the amount of influence the Primary Joint has over the selection whilst maintaining a 'per-vertex' assignment.
To assign weighting values manually for the whole selection click on the WEIGHTS button to open the weights panel. Adjust the weights using the sliders as required and click the ASSIGN button. This will assign the vertices to the selected joints using the values set - all vertices will get the same weighting values.
You can modify the value as many times as you like and reassign. You can also use the (automatic) ASSIGN SELECTED first and then open the weights panel to see what weighting values were assigned ( to the last vertex in the selection). You can then modify this value and ASSIGN manually if you wish.
Switch to the ANIM tab at any time to test out your vertex assignment by rotating joints.
Important : You can also select joints directly from the TreeView but make sure you disable the 'Auto Select' checkbox when assigning vertices. If not when you click on a joint in the treeview your selection will be superceded (sp?)
There should be an HTML document in the zip file that explains each option in more detail.
Post any questions you may have - I will be happy to answer them.