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PostPosted: Thu Sep 29, 2011 8:09 am 

Joined: Sun Aug 28, 2011 3:01 pm
Posts: 16
Could you do that for us then Mr Bones please?


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PostPosted: Sat Oct 01, 2011 2:19 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Hi WOod,

Sure I will try.

Please Be more specific,

Which Names should I list exactly?

Of the Target character, In iPi or the other program?

Thanks and CHeers


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PostPosted: Wed Oct 05, 2011 4:01 am 

Joined: Sun Aug 28, 2011 3:01 pm
Posts: 16
I'll explain my problem.

I've built a character, and when I hook him up to ipi's FBX export it works great (27 bones in total). The rig is really easy to skin.

But and this is what's causing the problem, when I send that rig into a game engine the FBX scales goes massive, and theres nothing I can do about that.

I tried exporting it to a biped and thats really hard to skin.

SO, where I stand.

I'm after a rig that carries the same build or very similar to the fbx export.

I even made a bone rig from scratch and copied the name layout, but that doesn't work as the latest version of ipisoft has a bug when it comes to naming the bones the same as the fbx export.

I know I can rename the bones to names that are used for motionbuilder and poser etc... but I don't get the same rig results.

Basically,

I just need a rig that has a similar build to the one in ipi's FBX export. Thats why I keep hassling you about what name list you're using so I can get a strong compatible rig for skinning that wont blow up in a game engine.


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PostPosted: Thu Oct 06, 2011 2:23 pm 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
This is the Naming.

Please see attached Pic.
http://truebones.com/newskeleton.jpg

But in order for it to be exported like that, The target character has to be modified in the following manner(delete crossbones) for some reason if you use Daz Characters,

Otherwise you may not even have to do that.

And the naming will be whatever your target character is...

Its only when you use a DAE character that the names are Appended with Colons::::iPi

I have not had any scaling issues on any avatar I have ever tested.

Except once and when I selected toe node...The character resized back to normal.


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PostPosted: Fri Oct 07, 2011 2:41 am 

Joined: Sun Aug 28, 2011 3:01 pm
Posts: 16
Hi and thanks mrbones, I might of had this rig setup before but I'll double check.

Yea the scaling issue only happens in game engines, if you use 3ds max and reset the fbx rig with xform you'll see it explode. Thats the height I was getting.

Ok cool, I'm going to try this rig setup and just keep juggling rigs until the next updates out.

Anyone know when the next update for ipi is actually out?


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PostPosted: Tue Oct 11, 2011 11:01 am 

Joined: Sun Aug 28, 2011 3:01 pm
Posts: 16
Hi MrBones,

Thanks again for the reply, but as I mentioned before I don't want a biped rig as its a nightmare to skin with high poly characters. Plus my engine doesnt support biped only bones. And I don't want to start attaching bones to biped either because thats just silly.

So I rather just have a play with different name combinations of bones until the next update comes out.

I really appreciate your effort to help though.

Thanks, speak to you again in the future.


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PostPosted: Wed Oct 12, 2011 11:29 am 
iPi Soft

Joined: Tue Mar 31, 2009 9:13 pm
Posts: 805
I believe the best way to address this issue is to use iPiStudio's motion transfer for your custom rig.

http://www.ipisoft.com/en/wiki/index.ph ... ustom_Rigs

Previous version of iPiStudio had a bug that caused it to crash on import of a custom target character.

The bug is fixed in latest version of iPiStudio (just released today).

I recommend that you upgrade and use a custom rig to resolve this issue.


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