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[DiscordArchive] How does bone influence break my model when set to 1?

[DiscordArchive] How does bone influence break my model when set to 1?

rektbyfaith
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08-01-2022, 03:30 PM
#1
Archived author: Cyn • Posted: 2022-08-01T15:30:16.820000+00:00
Original source

How does bone influence break my model when set to 1?
rektbyfaith
08-01-2022, 03:30 PM #1

Archived author: Cyn • Posted: 2022-08-01T15:30:16.820000+00:00
Original source

How does bone influence break my model when set to 1?

rektbyfaith
Administrator
0
08-01-2022, 03:40 PM
#2
Archived author: Cyn • Posted: 2022-08-01T15:40:05.326000+00:00
Original source

Starting to think this whole "triangle limit" is a myth, ive got 33k triangles loaded and no issues with the model
rektbyfaith
08-01-2022, 03:40 PM #2

Archived author: Cyn • Posted: 2022-08-01T15:40:05.326000+00:00
Original source

Starting to think this whole "triangle limit" is a myth, ive got 33k triangles loaded and no issues with the model

rektbyfaith
Administrator
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08-01-2022, 03:48 PM
#3
Archived author: Cyn • Posted: 2022-08-01T15:48:02.384000+00:00
Original source

Legit i have Argus the Unmaker running here on 3.3.5 with 28k+ triangles and he looks mint!
rektbyfaith
08-01-2022, 03:48 PM #3

Archived author: Cyn • Posted: 2022-08-01T15:48:02.384000+00:00
Original source

Legit i have Argus the Unmaker running here on 3.3.5 with 28k+ triangles and he looks mint!

rektbyfaith
Administrator
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08-01-2022, 03:50 PM
#4
Archived author: Cyn • Posted: 2022-08-01T15:50:15.695000+00:00
Original source

Im beginning to think this error is resulting from improper submesh arrangement.
I never had error 0x00684527 with my Tyrael model, i suspect this is due to there being 13 submeshes all arranged and sorted properly (armor is one, skin is one, wings etc.)
rektbyfaith
08-01-2022, 03:50 PM #4

Archived author: Cyn • Posted: 2022-08-01T15:50:15.695000+00:00
Original source

Im beginning to think this error is resulting from improper submesh arrangement.
I never had error 0x00684527 with my Tyrael model, i suspect this is due to there being 13 submeshes all arranged and sorted properly (armor is one, skin is one, wings etc.)

rektbyfaith
Administrator
0
08-01-2022, 03:50 PM
#5
Archived author: ReynoldsCahoon • Posted: 2022-08-01T15:50:21.453000+00:00
Original source

I am loving your progress Cyn ❤️
rektbyfaith
08-01-2022, 03:50 PM #5

Archived author: ReynoldsCahoon • Posted: 2022-08-01T15:50:21.453000+00:00
Original source

I am loving your progress Cyn ❤️

rektbyfaith
Administrator
0
08-01-2022, 03:52 PM
#6
Archived author: Cyn • Posted: 2022-08-01T15:52:41.109000+00:00
Original source

I reaaaaaaly hope i have something solid soon. The tyrael model looks great, a few minor bugs to hammer out but i fixed the color bug from last time and ive managed to do a few conversions

That being said, i tried decimating the model as i mentioned previously, i got it to load but it had *the same* texture and rendering problems. This has *Nothing* to do with triangle count, vertices etc.
rektbyfaith
08-01-2022, 03:52 PM #6

Archived author: Cyn • Posted: 2022-08-01T15:52:41.109000+00:00
Original source

I reaaaaaaly hope i have something solid soon. The tyrael model looks great, a few minor bugs to hammer out but i fixed the color bug from last time and ive managed to do a few conversions

That being said, i tried decimating the model as i mentioned previously, i got it to load but it had *the same* texture and rendering problems. This has *Nothing* to do with triangle count, vertices etc.

rektbyfaith
Administrator
0
08-01-2022, 03:53 PM
#7
Archived author: ReynoldsCahoon • Posted: 2022-08-01T15:53:34.031000+00:00
Original source

Big if true
rektbyfaith
08-01-2022, 03:53 PM #7

Archived author: ReynoldsCahoon • Posted: 2022-08-01T15:53:34.031000+00:00
Original source

Big if true

rektbyfaith
Administrator
0
08-01-2022, 03:54 PM
#8
Archived author: Cyn • Posted: 2022-08-01T15:54:29.380000+00:00
Original source

For Diablo, he originally had a single submesh with 97 bones and 33k triangles, too much for one mesh for certain.

Im going to split him up into 4 parts; Legs, Tail, Upperbody and Head. This should split up the bones into enough meshes for them to work together properly without overloading the render engine
rektbyfaith
08-01-2022, 03:54 PM #8

Archived author: Cyn • Posted: 2022-08-01T15:54:29.380000+00:00
Original source

For Diablo, he originally had a single submesh with 97 bones and 33k triangles, too much for one mesh for certain.

Im going to split him up into 4 parts; Legs, Tail, Upperbody and Head. This should split up the bones into enough meshes for them to work together properly without overloading the render engine

rektbyfaith
Administrator
0
08-01-2022, 03:58 PM
#9
Archived author: Cyn • Posted: 2022-08-01T15:58:35.408000+00:00
Original source

Currently with 3 (upper/lowerbody and a mesh of two spikes) i can load the whole model and all triangles, however my first submesh is not loading correctly due to the presence of both the upper and lower body triangles

These errors seem to follow a common theme i think relates to how MDXtoM2_lazy handles bone structure vs triangle rendering order. The first 1500 triangles or so are the legs of the model, but the first leg bone isnt until bone 77. I think the submeshes need to be organized in a way that cleans this kind of incongruency up. OR i could redo the entire bone structure and all vertex bone asignments. Obviously the second one is tantamount to starting from scratch so im gonna try submesh division first
rektbyfaith
08-01-2022, 03:58 PM #9

Archived author: Cyn • Posted: 2022-08-01T15:58:35.408000+00:00
Original source

Currently with 3 (upper/lowerbody and a mesh of two spikes) i can load the whole model and all triangles, however my first submesh is not loading correctly due to the presence of both the upper and lower body triangles

These errors seem to follow a common theme i think relates to how MDXtoM2_lazy handles bone structure vs triangle rendering order. The first 1500 triangles or so are the legs of the model, but the first leg bone isnt until bone 77. I think the submeshes need to be organized in a way that cleans this kind of incongruency up. OR i could redo the entire bone structure and all vertex bone asignments. Obviously the second one is tantamount to starting from scratch so im gonna try submesh division first

rektbyfaith
Administrator
0
08-01-2022, 04:00 PM
#10
Archived author: Cyn • Posted: 2022-08-01T16:00:04.222000+00:00
Original source

This is forcing the bone influences waaaaay out of wack. To the point that anything that isnt following the bone/triangle order is being rendered against other bones, or a lack of bone entirely (pieces and triangles of the model either float in mid-air or are completely static
rektbyfaith
08-01-2022, 04:00 PM #10

Archived author: Cyn • Posted: 2022-08-01T16:00:04.222000+00:00
Original source

This is forcing the bone influences waaaaay out of wack. To the point that anything that isnt following the bone/triangle order is being rendered against other bones, or a lack of bone entirely (pieces and triangles of the model either float in mid-air or are completely static

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