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Change model position after skinned?

polycounter lvl 19
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TorQue[MoD] polycounter lvl 19
Hey all!

So I was working on a model that I had already rigged and animated but I needed to modify the mesh so I made a duplicate of it, made the changes necessary and was hoping that when I copied the Skin modifier from the original and pasted it onto the new mesh, everything would still work. I made sure in my modifications not to actually add or remove any verts. Well, the end result is that it works, but the model has shifted from the center of the scene to some odd number of units away.

model_moved.jpg

The animation still looks fine, but it needs to be centered in the world or it won't work in engine. So my question is, does anyone know how to adjust the position of the model AFTER the skin modifier has been added?

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  • TorQue[MoD]
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    TorQue[MoD] polycounter lvl 19
    My god I swear I'm the king (and not in a good way) of asking questions and then answering them myself...

    I didn't think it would work, but I simply threw an Edit Poly modifier on top of the stack, selected all of the polys in the mesh and moved it back to the center of the world and it works fine.

    For anyone else who runs into this issue.
  • Ben Cloward
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    Ben Cloward polycounter lvl 18
    A better way to do it is to turn off the skin modifier (click the little light bulb icon next to the modifier in the stack), then move the model where you want it. Then turn the skin back on. The model will jump to the wrong place, but that's easy to fix. In the Advanced rollout on the skin modifier, uncheck the box that says "Always Deform." The model will jump back to where it belongs. Then turn Always Deform back on and you're good to go.

    We've found that having an edit modifier on top of skin makes the scene run slower - and if you're planning to export the mesh at some point, most exporters get really confused by it.
  • poopipe
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    poopipe grand marshal polycounter
    I've never some across an exporter that would gracefully accept an edit poly on top of skin.

    what Ben says above is the correct way to go about it

    they really need to move that tickybox somewhere more obvious - it's the answer to at least one forum question a week
  • TorQue[MoD]
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    TorQue[MoD] polycounter lvl 19
    Ok thanks guys!

    I figured it would just collapse the stack before exporting, but this other method is definitely a good option.
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