Re: 90s GT1 car [HELP NEEDED] WIP
Custom tracks: Ehra Lessien, Fuji Speedway & Sebring International Raceway
Other stuff: Sillymods Popular Automobile magazine
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thecarlover wrote:I've run into that issue as well, and the solution I have is for each to have vertices that the other doesn't use. I do however have a theory that I haven't had the chance to try out yet. Whichever bone is smaller within the larger one (I presume the bumper vertices got overtaken by the whole front ones?), weigh it higher than the other. Assuming the bumper is the one you can't select, weigh that one first at .5 for the vertices you want to move the most. Normally, then you add the other bone at .5 as well, and all the .5s of the one before become .25s. Well, in this case, when overlaying the front bone on top, don't go for .5, got for a lower value so that when the bumper vertice weights get reduced to compensate for the others, they still have a higher value than the whole front end. If my observations are correct, when in-game, to select the whole front end, you'd have to use the area that the bumper bone doesn't cover, while the whole of the bumper's area would be selectable above the front bone because of the higher weighting.
I hope this makes some sense, and I also hope that my theory is correct, though a more experienced creator might know about this from experience.
maffc wrote:thecarlover wrote:[...] I do however have a theory that I haven't had the chance to try out yet. Whichever bone is smaller within the larger one...
Your Higher weighting theory is correct. Smaller morph zones that are completely or mostly overlapping another, larger zone, need to have a higher weight to be selectable. Its exactly what I did to get the bonnet indent to work on the not-princess bodies.
Another word of warning about overlapping bones, The game is only able to support 4 bones per vertex, including the bone root.
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Naturally Aspirated
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strop wrote:Is the middle one an R390GT? It must be!
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Vri404 wrote:EPIC!
Top: CLK-GTR
Mid: Nissan R390
Bottom: IDEK
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