Hierachy -1 reply

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#1 11 years ago

Hi, I am having trouble understanding the hierarchies in JK3. As I've posted in other threads, I am using Maya, just for technical reference. I still don't know exactly what the bolts are supposed to do and havent imported a skeleton into the scene -yet-. I decided my workflow would be to finish the art side first, then move on to the technical. I read tutorials on this and I understand parenting(hand to wrist,wrist to arm, arm to shoulder, shoulder to torso) but where do the caps and bolts go in the hierarchy? Finally: I added a cape to my character and called it torso_cape. Where exactly int he hierarchy should it go, and do I need to add any sort of bolts to it? Thanks in advance. If you need pictures of the scene, let me know




Eclypse

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7th October 2006

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#2 11 years ago

Well, the caps should go under the first part they reference. All your torso caps can be hierarchied under your torso, and so on. As far as the bolts, you can literally hierarchy all of them under the hips and be fine (Raven does it that way). Hope that helps.




Inyri Forge VIP Member

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#3 11 years ago

It doesn't really matter much what you link your meshes to. It's more important for the bones. For a cape, I'd just link it to whatever part of the model it's attached to (probably the torso).

I believe Spacemonkey's tutorial covers caps, at least, doesn't it?




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#4 11 years ago

Ah I see. I am also having problems with my Bones O.O Minilogo coul dprobably help on this one, since it is his skeleton: Like I said, I am using Maya. I got his Skeleton INTO XSI and then used the Crosswalk plugin to export a new .xsi into maya. For some weird reaosn if I use the .xsi he provided it crashes my maya, but if I open it, re-package the .xsi through crosswalk into a new .xsi it doesn work. BUT! The bolts are ALL rotated 90 degrees to the skeleton, which obviously causes a pain in the ass. I guess I can simply delete those bolts and then just use the bolts that came with the Raven model, right?




Gir_teh_Almighteh

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#5 11 years ago
Inyri Forge;3679943It doesn't really matter much what you link your meshes to. It's more important for the bones. For a cape, I'd just link it to whatever part of the model it's attached to (probably the torso). I believe Spacemonkey's tutorial covers caps, at least, doesn't it?

it does matter. but only to an extent, so i will clarify your point. your body parts MUST be named, and linked, in this order. l_hand r_hand | | l_arm head r_arm \ | / torso | hips / \ l_leg r_leg your cape/hair/whatever, can be named anything you want as long as spaces are made using underscores. they, however, can be linked to any part of the body. HOWEVER, seeing as whatever is linked to a parent object, will follow that object, it makes sense to link hair to the head, capes to the torso etc. i believe the hips should be linked to the torso, and not the torso to the hips, but it's been a while... if you were using 3dsmax, there's a handy script that does it all for you, including the tags.