"Max four bones is easy as will be shown in the next Image. :)
setting bone limit to 4."
On the right of this image is a graphical representation of the easy solution to mesh objects that are skinned, that exceed there four bone limit.
You just change it from 20 to 4.
"Normalizing bones is slightly harder but not impossible and will also be covered in the next Image."
First thing you need to do is select the object with the normalize issue, working on the Skin and go to Weight Table.
Weight table will pop up and find the vertex in the list.
Change the smallest Vertex weight number up by 0.003 .
You can change it as you see fit, and if it doesn't work first time, try another vertex bone weight. :)
"Max four bones is easy as will be shown in the next Image. :)
setting bone limit to 4."
On the right of this image is a graphical representation of the easy solution to mesh objects that are skinned, that exceed there four bone limit.
You just change it from 20 to 4.
"Normalizing bones is slightly harder but not impossible and will also be covered in the next Image."
First thing you need to do is select the object with the normalize issue, working on the Skin and go to Weight Table.
Weight table will pop up and find the vertex in the list.
Change the smallest Vertex weight number up by 0.003 .
You can change it as you see fit, and if it doesn't work first time, try another vertex bone weight. :)
Save and export SGM again.
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