lfFingerRing02 correct bone name ?

 
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ZaraKaine

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PostPosted: Thu Feb 02, 2012 12:22 pm    Post subject: lfFingerRing02 correct bone name ? Reply with quote

Does anyone know if "lfFingerRing02" is incorrect for that bone in the left hand of the weighting avatar ... I've meshed a pair of robot hands and that bone's mesh refuses to show in CM unless I give it another bone's name but then it weights in the wrong place.
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PostPosted: Thu Feb 02, 2012 12:58 pm    Post subject: Reply with quote

mmnn is the other way around , 2 bones have the same name and that`s why some times it get confuse.
when you weight the mesh you need to do it by hand, meaning don`t do it by name, but you need to click on the bone you want. this way even whit the wrong name on the bone the mesh will be weight to the right bone.

[Moved to correct forum-DarkAngel5 Forum Moderator]
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ZaraKaine

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PostPosted: Thu Feb 02, 2012 1:51 pm    Post subject: Reply with quote

In SketchUp we have to export this kind of mesh using Hellstrong's File Editor, and each piece of the mesh has to be named after the bone we want to weight it too, this has to be done manually with Entity Info by checking the name of the bone on the avatar skeleton and naming the mesh group with it such as "Mesh.lfFingerRing02" ... the problem is there are 17 meshes in just one of my hands and the skeleton is telling me the wrong name for one of them ... I just need to find the correct name for the middle bone on the left ring finger.

Sad
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PostPosted: Thu Feb 02, 2012 2:08 pm    Post subject: Reply with quote

is a glitch all the way fom the original imvu avatar.
left hand does not have a bone whit that name.
it has 2 bones "lfFingerRing01", if I do it by name in max, the mesh will jump to the correct bone (1), but is missing #2. and this is where you want to skin it.
even in max to make a Ring work good for this finger, I have to skin by clicking on the bone #2.( whit the wrong name / #)
then it works, not sure how you can fix it any other way.. maybe some one who use SK can help you.
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ZaraKaine

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PostPosted: Thu Feb 02, 2012 2:35 pm    Post subject: Reply with quote

Thanks J, for now I've fused two meshes into one and they seem to move okay (a bit like my big toe that I broke on a pedalo lolz) Smile
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