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Subject: 
Re: Using Blender to animate Ldraw models
Newsgroups: 
lugnet.cad
Date: 
Mon, 31 Jul 2006 12:03:32 GMT
Viewed: 
2278 times
  
On Sun, 23 Jul 2006 13:14:04 GMT
"Carsten Müller" <carstenm@mac.com> wrote:

Afterwards you can create the armature and give the bones the same
names as the corresponding vertex groups and make the armature the
parent of the mifi object (ctrl-p) and don't let blender create
vertex groups for you cause this will completely screw up your work.

I'm not quite sure why you don't just parent the objects (legs, arms
etc) to the bones, avoiding the deformation groups entirely?

Also, sorry about my extended absence. I haven't worked on these
scripts or blender in a very long time, and recently all my main
computers decided to break down, including donkey.dyndns.org. It's now
back online using older hardware, but my wiki notes are still gone
since the wiki was defaced last time I tried to bring it back.

--
PGP fingerprint = 9242 DC15 2502 FEAB E15F  84C6 D538 EC09 5380 5746



Message has 1 Reply:
  Re: Using Blender to animate Ldraw models
 
(...) Never mind, your web page explained it (reducing object count). The import script has a function to do that, btw, called "flattening" because it reminded me of the Gimp function to join layers. It will normally only leave objects for the file (...) (18 years ago, 31-Jul-06, to lugnet.cad)

Message is in Reply To:
  Re: Using Blender to animate Ldraw models
 
Hi Brian, i have modified Yanns import script to match the blender coordinate system and scaled the model down by ten or so. After correcting the face errors esp. in the legs and head meshes i joined the whole mifi model into one mesh (select all (...) (18 years ago, 23-Jul-06, to lugnet.cad)

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