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Skinning accessories to

Posted By rcsinger29 11 Years Ago
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Skinning accessories to

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rcsinger29
rcsinger29
Posted 11 Years Ago
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Is it possible to skin an accessory to RL bones in max, save the accessory, and it retain its skinning data when loaded onto another character?

If no, is there an alternate way (aside from building perform commands) to achieve this?



rcsinger29
rcsinger29
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That's pretty awesome.

I was referring to something more a little more simple in concept.

In tooling around, I have created uppers and lowers that have an "accessory" if you will skinned to other parts of the RL bones. An example is for instance; creating an upper bodysuit and skinning it using "skin wrap". Then adding a cape and skinning it to the appropriate bones, then renaming it as RL_Upper also. I know this works and when loaded into another character, it works properly.

What I want to know is:
Can you do the same with an actual accessory? Can you create an accessory that is attached to the character, skin the accessory to RL bones, then save that accessory to the library and it retain its skinning data when loaded to a different character?

My guess is that the answer is no based on the way iclone handles accessories.



Rampa
Rampa
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You mean just having a a standard iclone accessory that can be loaded on any character, but skinned as well?

RL did just that with this hair.
http://city.reallusion.com/ContentPreview.aspx?i=JICacecda55145786b48

The lower part of the hair is skinned to the body, while the upper part is skinned to the head. Perhaps the skinning info stays intact for accessories as well?
rcsinger29
rcsinger29
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Hair by default is skinned, it's a body part of the character and all body parts have skinning. Accessories by default are not skinned, they are static props simply "attached" to a character.

You can skin an accessory to an avatar, then add that accessory to a body part before export, but you are then limited to that specific body part to use with that accessory.






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