I just love the new vertex weighting
Community Forums/Showcase/I just love the new vertex weighting| 
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| Oh boy. Am i happy with the new vertex weighting: WIP:   | 
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| yeah realistic bounce and everything ;) | 
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| Looks good. At least you'd die smiling! | 
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| Any chance of seeing a demo? I have yet to see someone put these new vertex weights on display. Jason. | 
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|  I have yet to see someone put these new vertex weights on display.   Same here.... (preferably a demo displayin same model with and without it :-/ ) BTW, locely texturing job there, is that supposed to be a stone figure or something? (thats possibly alive?) | 
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| @QuickSilva & Genexi: No, no demo yet. But believe me, it's working fine. Yup, the're Greek statues coming alive | 
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| Are we talking 'realistic bounce and everything' as per 'Dead or Alive' on the consoles - or is it another joke that I am interpreting wrong? | 
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| I think the whole bounce thing is vastly over-weighted. | 
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| @Puki: Well, her brests aren't bouncing because they're from stone, all the other parts move. The best place to appreciate the vertex weighting is at her bottom and shoulders. | 
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| Maybe you should rethink the 'stone' idea and make her out of bouncy stuff. | 
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| @Puki: Well, being a statue give's her a very distinct way to move and in the context we put her in, it's best to have a nonhuman. | 
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| bouncy stuff damnit :D | 
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| the only thing putting me off using weights is the fact that most of my characters are around 1200 polys and I can get away with 'minimal' weighting here. for example 'red bron'is not weighted and deforms quite well If i wanted to increase the poly count to 2500-4000 say, then i will get quite a speed hit , so its not worth it for me just now. but the weighting is nice and works perfect | 
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|  Well, being a statue give's her a very distinct way to move and in the context we put her in, it's best to have a nonhuman.   Question, does she move normally with flow, or is she kinda stiffed up being stone and all? (kinda like C3PO {Star Wars} with working knees) | 
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| @Genexi2: I let her move very humanlike and smooth,but a bit exaggerated and theatric (i don't know the right word in Dutch 'theatraal'), like a marching soldier. Definetely no C3PO... @Amon: No worries, enough bouncy stuff in the game, take a good look at the murals. | 
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| Frap her. (That is, take a little movie with fraps) Probably see more of us using vertex Weights if we knew beyond technical describtions would actual difference it made in motion. And, I second the bouncy boobs idea..... | 
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| Otacon- vertex weighting has no influence on motion at all. it just affects the way arms, legs etc deform. | 
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| Yeah I know, which happens when they(Bones) are in motion. I.e either animating or being moved in code. I don't mean motion as in the mesh simply moving by it's self. But a few bones on those breasts, coupled with a few software assisted contrainted particles...waa-hay! :) | 
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| oh ok,sorry its just I got the impression from an earlier post that some people think weighting can make your animations  less 'stiff'. wish it was that simple. I really wish that the max modifier 'flex' worked in game. that would be cool |