Hey all,
I’ve wrestled with this problem more than a dozen times now but I’ve never had the time/intelligence to figure out a solution. I was wondering if any of you genius-minds have found one!
The basics:
I’m using 3ds max if that matters, but I’d like to model a character with arms at 45º, then collapse that down to a T-pose mesh with the same skinning.
(See the gif below)
breakdown:
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So I’m modeling at frame 3 where the arms are lowered, I tweak all the skinning to work properly, and then I need to make the T-pose version of the mesh.
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The T-pose mesh should be able to be created by collapsing the frame0 T-pose. Skinning is correct so it should remain the same. Only the vertex positions should change.
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Ideally I should get a mesh like the pink one, but instead the volume is lost. Is there any way to avoid or correct this? assuming the pink mesh does NOT exist already?
The problem:
I assume the problem is that the volume is lost since referenceframe=3 means that those rotations are considered the base transform for the skinbones on the blue mesh vs. always interpreting them from 0 on all 3 meshes. I don’t mind frame0 looking a little wonky, but I’d like a solution that at least preserves frame3 from looking dumb. So I guess the stretch question is: Is there a corrective operation I can do to alter the frame0 mesh vertices to ensure it lined up to the blue mesh at frame3? If not, how would you guys handle it?
I can’t imagine a bunch of other people haven’t run into this already, so i really hope I’m just missing something and this has already been solved any help is super appreciated!