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Full Version: Problems setting bones
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My problem is this: Whenever I try to set a bone on my hand model by selecting the vertices in the mesh window, I always end up selecting more than I want due to the fact that dim3 selects through meshes and that my hand model includes lots of overlapping volumes (I hate human anatomy >.<Wink. Then when I go back to fix it by deselecting some, I accidentally deselect some of the vertices I wanted to be in the bone in the first place. My point is,
a) is there a more precise method to select vertices in Animator which will save me buckets and buckets of frustration,
or,
b) is there someone willing to bone my hand for me? Rolleyes
Bump again.
I don't know about your modeling techniques, but a hand shouldn't really have much overlapping geometry... can we see a wireframe?
Oh, I meant that all the fingers on my model overlap each other from every conceivable angle of the camera. Therefore, instant frustration.
I work in Wings with the Z camera, liberal amounts of extrusion, the free vertex movement tool, and the Cut tool.

Here's your wireframe:
[Image: handwireframe.png]
Well, there's one really ugly way you can do this. Just select the the smallest section you can, then use shift on the vertex list itself (in the tab) to turn selected vertexes on and off (you only have to test the ones that are already selected.)

It's ugly, but it'll work.

[>] Brian
You should always model with your appendages extended and farthest away from each other.
ggadwa: Sad Ok then, I'll do that.
teh1ghool: ...That makes a lot of sense. I'll do that next time.
You can still change it in wings and then re-export/import it. I know it's tedius, but it will overall be easier.
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