Hey folks,
![Aliententeacle.jpg](http://img6.imagebanana.com/img/zrw63csv/Aliententeacle.jpg)
iam animating my Tentacle thing now and
have some issues about Cluster affecting some mesh
i dont wont to be affected
![;) ;)](https://polycount.com/plugins/emojiextender/emoji/twitter/wink.png)
I know it has something todo with the weight Paint, ?!?!?
but i cant find a solution.
Here what i mean, maybe ther is a simple trick ?
(i dont want to seperate the mesh)
![Crazy.jpg](http://img7.imagebanana.com/img/vooczvyw/Crazy.jpg)
Replies
id use the little workarround, seperate the mesh
animate and combined it together...
Go to edit deformers -> paint cluster weight tool and paint the influence of the respective cluster to the mesh. With that you have full control of clusters deformation.
Also on a side note: for stuff like tentacles I also find ik spline handles very useful, but it still depends on the situation
hope that helped
Is it important to retain the volume or is this magically überstretchy? Will is shoot out quickly against a target or move slowly? Move more straight or wiggly? Fill us in on how you intend to animate this.
yeah id used a ikspline tool.. looks really smooth now..
here a rough animation:
[ame="
//edit: my little workarround was nice, but
XNA dont like combined mesh after you smoothbind only one part.!
So the weight tool might be the clue, thanks MiAlx