Freedom Reborn

Freedom Force Forums => Hex Editing => Topic started by: daglob on December 06, 2013, 10:16:19 PM

Title: Sticking a piece on the mesh itself...
Post by: daglob on December 06, 2013, 10:16:19 PM
I think I remember someone saying this could be done, but the times I've tried it it didn't work. The Smasher (an old Ditko villain) has spikes on his shoulder rings. I got some on his arm torus' just fine, but I can't seem to put the spikes on the shoulders without them floating around and losing contact. It would also keep my Cyberman from having his chestpiece sink into his stomach.

Am I right, or just imagining this? If it's possible, where is a tutorial on how it's done?
Title: Re: Sticking a piece on the mesh itself...
Post by: spydermann93 on December 06, 2013, 10:34:24 PM
Quote from: daglob on December 06, 2013, 10:16:19 PM
I think I remember someone saying this could be done, but the times I've tried it it didn't work. The Smasher (an old Ditko villain) has spikes on his shoulder rings. I got some on his arm torus' just fine, but I can't seem to put the spikes on the shoulders without them floating around and losing contact. It would also keep my Cyberman from having his chestpiece sink into his stomach.

Am I right, or just imagining this? If it's possible, where is a tutorial on how it's done?

This might not be proper practice, but what I did is rather than just copying the Editable Mesh, I copied the entire branch from the other mesh, if that makes sense.

Like, say you click on the spikes from Mesh A.  It will highlight the editable mesh, showing you where the part of the mesh resides.  Rather than just copying the mesh itself and having to readjust the mesh pieces to the mesh, when you copy the entire branch, it will (I'm guessing this is how it works) copy the mesh as well as the properties of the mesh, i.e. to which bones the mesh piece is locked.

I'm still new at skoping, but that technique is how I got the Lizard's tail to stick to the Lizardmen skope.
Title: Re: Sticking a piece on the mesh itself...
Post by: Randomdays on December 06, 2013, 10:38:54 PM
If that doesn't work, in Blender it just takes a second. Select the add on piece, Hold shift to select both and select the main body, and hit ctrl +J and they're joined.

If you've  got them lined up where you want them to be, send them my way and I'll join them and send them back. It'll just take a second.
Title: Re: Sticking a piece on the mesh itself...
Post by: hoss20 on December 07, 2013, 04:22:48 AM
A lot of times it depends on what bone you're pasting on (Clavicle, Upper Arm, or even Spine or Spine1) and how those bones move during animations. I was able to be successful with something similar to what you're doing with my Phoenix_Rachel_skope I did with Laughing Paradox. I was able to put spikes all along each arm and shoulder without things moving around. I also had success linking the gems together and putting them on the arm and leg bands on my Diamondback skope, so this can be done. Honestly, some mesh pieces just don't cooperate regardless of what you do. Along with Randomdays, I'd be happy to help you out.