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Ring Tutorial/explanation?

 
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DeusVitalis

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PostPosted: Sat Sep 26, 2009 3:25 pm    Post subject: Ring Tutorial/explanation? Reply with quote

hey i'm just starting to mesh and i find it pretty easy once you understand the process. so yeah.. i made some stuff, i understand it, it's easy.

NOW, i'm trying to make a pair of ring meshes. i take a look at already made rings and i notice that they aren't like typical accessory.

i mean, i saw few other accessory that just.. easy to make. but rings have their own xsf file while typical accessory don't really have those. i tried making a ring without exporting the xsf file, just the easy way of skinning the ring to a bone. but that made my avatar throw in some gang sign that didn't even exist(meaning, effed up the fingers).

and then i tried and follow a tutorial of having the attachment root/node moved to lffingerring01. less ef'd up but now it's like the ring finger and pinky finger is glued to each other.

so.. yeah.. can anyone give me a simple basic tutorial on how to mesh rings? or link me to one if there's any?
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L4K

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PostPosted: Sat Sep 26, 2009 4:22 pm    Post subject: Reply with quote

Your actually on the right track. When you make your ring and have it on whatever finger. Then align the attachment root to a specific bone. Think each finger has 3. Then add the skin modifier to the stack, add bone which would be the attachment root. Change to rigid and weight value of 1. Export your skeleton first, i tend to name it the same as the bone. Then export your mesh and material files. Waltzingmouse.com has a detailed tutorial. Its the kirby ball tutorial. Thats has all the info you need on skinning an accessory to a single bone
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PostPosted: Sat Sep 26, 2009 9:51 pm    Post subject: Reply with quote

just to add. take a look ( or copy and pasted from max) and use the correct name of the finger / bone , or it will not work on the previewer.
Quote:
ffingerring01

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MorpherGoddess

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PostPosted: Sun Sep 27, 2009 9:28 am    Post subject: Reply with quote

If you've made the ring mesh and weighted it directly to the avatar's finger bone, export it referencing to the Female03MasterRoot (the pop up), then derive from the empty clothing, and add a Mesh ID greater than 10 ~ here you'll have the chances of crashing with other products that occupies the same Mesh ID number.
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PostPosted: Mon Sep 28, 2009 8:09 am    Post subject: Reply with quote

XD a little more advice... Don't get so cocky with it. It's only easy so long as you understand it and your only on the basics after all. If you keep learning it with the idea "this is going to be easy" stuck in your head, your going to hit a lot of roadblocks really fast.
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DeusVitalis

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PostPosted: Fri Oct 02, 2009 2:30 pm    Post subject: Reply with quote

okay i tried morphergoddess's advice (cuz i still haven't finish with kirby tutorials, network problems.) and make a test ring in this 20 minutes free time i got. seems like it works. i guess the ring finger just had to stuck with pinky. not really stuck, just being really close like you're trying to imitate star trek's greeting signs thingy.

or it's just me?
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DeusVitalis

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PostPosted: Fri Oct 30, 2009 10:30 am    Post subject: Reply with quote

okay i'm finally done with the rings(finally got the attention span to finish it) and manage to put it like normal ways. that involve skeleton file instead of just putting the mesh id over the value 10.

anyway. i'm done with it but still needs to sharpen my skills.

my question is..

-about the clipping, how to avoid that? i mean when i do manage to avoid it from clipping finger skin, the rings got too big.

so is there a work around for the clipping issue? i mean scaling the rings or anything~?
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Keef

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PostPosted: Fri Oct 30, 2009 10:47 am    Post subject: Reply with quote

As it sounds you figured out, when you are making a multiple ring product that needs to be attached to more than one bone you don't want to make it as an accessory but as an avatar body part. That way you won't need a skeleton file and they will then work with multiple bone assignments each ring moving independently with its assigned bone.

Mesh your rings as you normally would then skin or physique them to the bones. Export them just as you would a clothing item using the stock skeleton xsf file IMVU provides. Use the Empty Derivable, and then add them as a new body part. geometry # 10 or bigger.

As for clipping that's just a ton of trial and error. It is probably unavoidable in extreme poses.
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PostPosted: Fri Oct 30, 2009 7:12 pm    Post subject: Reply with quote

LightXVero wrote:
okay i tried morphergoddess's advice (cuz i still haven't finish with kirby tutorials, network problems.) and make a test ring in this 20 minutes free time i got. seems like it works. i guess the ring finger just had to stuck with pinky. not really stuck, just being really close like you're trying to imitate star trek's greeting signs thingy.

or it's just me?


That happens on the left hand. If you look at both the Male and Female weighing files in Max, compare the right hand to the left hand and you will see that the left ring finger bones are turned so they're close to the pinky bones. Unless somebody in IMVU Fixes this we'll have to live with it the way it is.
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DeusVitalis

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PostPosted: Fri Oct 30, 2009 11:10 pm    Post subject: Reply with quote

@TN- ah okay. that make me feel better knowing it's not my fault.

@keef- i just make 1 ring each time and i said "rings" is because i meshed for both male and female at the time. couples wedding ring.

but again, i tried messing around and still having this clipping problems. either make the ring too big or get the clippings
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