Fixing Dislocating Shoulders


mumblyjoe
06-15-2003, 11:35 PM
Ever noticed how the shoulders dislocated occasionally on the player models? I've found a fix for this. By adding the vertex at the top of l/r arm1 to arm, it stop the arm popping off and makes it nice and smooth

=DD=Wolf Kahler
06-16-2003, 10:31 AM
Could you be a little more detailed in your explanation?

Effexx
06-16-2003, 10:43 AM
I might be on about somethign completely different, but it seems the only time I've ever seen dislocating shoulders is when the vertices aren't assigned properly due to not having welded them together... You know.. Like you've snapped 2 vertex points together at a joint, but one is assigned to the arm, and the other is assigned to Spine3 or something... <shrug>


...

=DD=Wolf Kahler
06-16-2003, 01:43 PM
...That would be funny...

Die Schlampfe
06-16-2003, 02:21 PM
Does this have to do with the British player models (or the Lee Enfield p_model and how it dislocates from its usual position in 3rd person and it looks really weird?

Eh, if you don't know what I'm rambling on about, go in game and watch someone fire and cycle the bolt on the Enfield, you'll see what I mean.

mumblyjoe
06-16-2003, 06:26 PM
That's what I'm trying to say. It looks like the arm snaps off and does it's own thing. By resigning a vertex from the shoulder to the upper arm or vice versa, it stops the arm popping off. It works the same for the head and the hands. When done correctly it doesn't cause any distortions

Trp. Jed
06-16-2003, 07:02 PM
A good trick in Milkshape when you've finished your model is to select all vertices and well them as a final stage. It helps to get rid of any surplus/unneeded ones and reduce the complexity just a little.

You can also do the same in LithUnWrap with the "optimize model" too which removes duplicate vertices and faces.

On another note, If you look at most of the DOD anims, most of the animations involvethe arms being at or near the side and 45 degrees from the vertical pointing down.

Maybe Effexx, if you made your skeleton with the arms by the side with the arms forward too?

That might help minimise much of the distortion in the shoulders as your building your poly's for that position by default.

- Jed

Effexx
06-16-2003, 11:31 PM
Forward?.. Really?... Like it's wanting a hug? LOL..


...

Trp. Jed
06-17-2003, 02:44 AM
LOL. Kind of... ;)

- Jed

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