| Can you bake a turbosmooth ontop of a skinned mesh somehow? |
xcloudx |
I have a mesh that is skinned, and i have a turbosmooth ontop of it, i want to export the model for a game but whenever i do the turbosmooth modifier is thrown away. Is there some way i can bake it into the edit poly modifier while keeping all the skinning info? I tried putting it below the skin modifier and collapsing to it, but then the skin doesn't deform correctly like before. thanks
read 310 times 6/21/2012 9:33:58 AM (last edit: 6/21/2012 9:33:58 AM)
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advance-software |
two ways.
1. remove the skin modifier, turbo smooth, then reapply skin/weightings - do you really want to do this ? if it's for a game, you just increased your poly count on that skin.
2. apply turbo smooth equivalent in game - called n-patches. requires this capability in the game engine.
read 305 times 6/21/2012 9:37:18 AM (last edit: 6/21/2012 9:59:44 AM)
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Mr_Stabby |
or you can take the skin modifier and move it on top turbosmooth which you collapse to the mesh, it will interpolate the values based on low poly to the high poly which basically means a big weight blur in all directions so you're probably going to have to rework the skin to some degree
read 287 times 6/21/2012 11:02:17 AM (last edit: 6/21/2012 11:02:58 AM)
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scotch_again |
Copy the mesh and collapse it along with its turbosmooth.
Skinwrap it to the original, and convert the Skinwrap to Skin.
Delete the original.
Export.
read 274 times 6/21/2012 4:27:22 PM (last edit: 6/21/2012 4:27:42 PM)
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