Hello
I’m making a game since september with XNA, now, I’m dealing with the animations of the project
I come from 3DS Max (I know what you are thinking) and I’m abosutely not dispointed by blender (Widely better than 3DS MAX/Maya for me)
The problem is, XNA is very horrible with animation, I had to take an old blender version (2.59) to have a “good” render.
Xna only wants ONE bone root (obvious, yes), but I made my arm (this is a FPS game) before knowing that, I ve prepared you a little drawing
So, I want to put the bone in bottom as the root bone. I was asking me if I could link the two hand’s skeletons to this root bone ? I tried Ctrl + P but didn’t work, I’ve made something wrong (this is never the software :P)
Other question, unfortunately, I’ve made the two hand’s skeleton “linked” with CTRL + P, do you have an idea to remove that silly mistake ?
Thank you for your futur response, and sorry for my bad english I apologise,
See you
I am in object mode, and I select the 2 hand skeletons. Blender send to me an error message : “active object is not a selected mesh”
but I think I understood the problem, I have to merge the rigth hand skeletons with the root bone and the left skeleton with the bone root to, no ?
Thank you
Make sure you don’t also have some other object selected, and make sure that both armatures are in object mode. Check each armature individually first. If it still doesn’t work, post your .blend file and let us take a look.
I’ve tried all your solutions, it works only in “one direction”, that is to say, it works only if I select first the hand skeleton and second the bone root, then CTRL + J works great. If I do it in the other way, it does not work, this is my .blend (do not forget, I’m working with Blender 2.59) thank you http://uptobox.com/ldphwdiuysnf
I have selected all three armature objects in every possible order and ctrl-j works in every case. I think maybe you’re accidentally leaving one of your meshes selected or something. Once you’ve joined the objects, you’ll still need to parent the bones properly. You also need to apply the scales and rotations on all of these objects before you do anything else. Select the objects, then hit Ctrl-A in object mode. All the armatures and both arm meshes.
I recommend you give your bones more sensible names. Armatures are far easier to deal with if everything has names like palm.L, palm.R, forearm.L, forearm.R, index1.L, index2.L, middle1.L, middle2.L, etc., etc. I also recommend that before you do any of this, you remove the Armature Modifier from both arm meshes for now. Re-do the parenting and weighting later. Wait to do all that until after you’ve finished the rig. This rig needs a fair bit of work yet before it’s finished.
this does not work.
When I select the three in one time, it works, but one arm has disapeared…
So I tried to listen to you (it’s better :P) and I deleted the armature modifier, then I merge the 3 skeletons but the 2 hands skeletons disapeared… maybe I didn’t understand something that you say, see you and thank you
One of the objects you have selected in that screenshot is a mesh, not an armature. You can’t join different types of objects. You need to select ONLY the armatures. But first, delete the Armature modifier from BOTH arm mesh objects.
Then apply the scale and rotation for ALL objects. The objects aren’t disappearing when you join them, they’re being resized according to the scale of the object you’ve joined them to. That’s why I told you that you need to apply the scales and rotations first. Ctrl-A in object mode. Do it to every object. All three armature objects and both hand meshes.
You should also remove the parenting relationship for both hand meshes. Look in the Object Data tab (the one with an icon that looks like an orange cube). Where it says Parent. Hit the x next to the name of the armature object. Do that on both hands.
Then either hide the hand meshes (H-key in Object Mode) or move them to another layer (M-key in Object Mode) to get them out of the way so you don’t accidentally have one of them selected.
After you have done ALL of that, join the armature objects. Select one hand, then shift-select the other, then shift-select the root bone, then hit Ctrl-J.
Then go back and do the other things I listed, like giving the bones proper names. You’ll probably also want to change the bone parenting, so the hands are parented to the root bone within the armature. You’ll do this in Edit Mode.
Yeah, the way I could tell from the screenshot was the Properties window. If you had only armatures selected, you’d see the Armature properties tabs, like the stick figure icon. Instead I see the orange cube icon, which is only for meshes.
So, the right hand is full blue, perfect. But, when I turn the bones in pose mode, both arm move… I know I made something wrong but I didn’t find what -_-
Those arms are separate objects. Did you actually select the other arm to see its weights? Sounds like it’s time for you to post your updated .blend file.
Yes If you want ^^ but I have merged both, and created a new bone in the arm, the automatic painting is pretty cool now, except for fingers, but, it’s very difficult to paint it good, Each time I try to move a finger after painting, I discover a new area bad painted x)