Archive 17/01/2023.

Skinned Mesh without a “master” model

dev4fun

Hey guys, Im using a same skeleton to separate my character on many parts of meshes (body, hands, etc), but I got a problem and I dont found any solution until now.

Body:

Hands:

I want to combine both models to share same animation… The problem its:
when I import firstly body, this will be the master model, but Urho selects only used bones, and body dont use same bones of hands…

This way I get the hands imported, but not your bones. I need exactly this way, because it isnt a clothes, so will not have a “master model” with all bones. I’ve already tried to made a custom mesh using all bones, change RootNode and nothing worked.

Demonstration of the problem:
https://puu.sh/zMI0h/95af1304c5.mp4

Someone knows what I should to do?
Thanks.

Lumak

If you’re using AssetImporter, use the -s option -

"-s <filter> Include non-skinning bones in the model's skeleton. Can be given a\n"

Example 1: include all

AssetImporter model mymodel.fbx mymodel.mdl -s

Example2: only specific joints/bones

AssetImporter model mymodel.fbx mymodel.mdl -s "Leftfinger01;Leftfinger02;Rightfinger01;RightFinger02"

It’s easier to go with the example1 to import the body model and same for gloves.

johnnycable

By the way…
Can I use a full rig with just part of the mesh hidden? I mean

45

Just import the rig and selectively hide/unhide body parts at will? I haven’t tried it yet in Urho…

Sinoid

Nope. Shouldn’t be particularly hard to implement if you really need it though, it’d just be changing the batch and transform management in StaticModel and AnimatedModel I believe.