View Full Version : Gap in the waist
7th Sep 2007, 05:25 AM
I'm trying to take pants from a body mesh and make it a bottom mesh. I've done everything perfectly, or so I thought, but when I look it the mesh in bodyshop, there's a small gap in the front of the mesh where it meets a top mesh. I cannot seem to get rid of this. But what's odd about it is that when I have the sim's arms out (F6), the gap is gone. It also looked perfectly fine in Milkshape as well.
7th Sep 2007, 05:42 AM
I think what you will find is that the vertices at those edges have bone assignments to only one bone. Looking at a maxis model, you will see a 55/45 split assignment to spine0 and pelvis. Anywhere close to 50/50 should work, and will keep the vertices from pulling apart, provided the pairs at the very edge are the same top and bottom.
<* Wes *>
7th Sep 2007, 06:02 AM
After a moment of thinking "what the hell did he just say?", I was able to fix the bone assignments. It worked out great. Thanks so much.
7th Sep 2007, 07:40 AM
Just to clarify - when you view in bodyshop with the arms out it's like viewing in milkshape - no bone assignments are used at all. So if you see no gap, that means that you got the vertex locations perfectly aligned.
BUT for vertices to move like they are one, they ALSO need to have identical bone assignments.
In the case of creating separates that must match - you must make them identical to the maxis top you're trying to match to (and most of the meshes will all share those same assignments at that same seam). Now if they appear identical in milkshape but still do not behave like they are in game, you might have a problem with your comments (making 1 bone per vertex instead of 3).
Anyway, just a bit of extra insight as to WHY it was behaving the way it was, for future reference :) OH and that newer command that Wes made, the vertex data merge, is handy for making sure you get that seam lined up perfectly.
7th Sep 2007, 08:28 AM
Thanks for the info Tig. You learn something new everyday, I tell you.
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