• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Number of geosets

Status
Not open for further replies.
I don't understand why everyone uses as few geosets (meshes?) as possible. Is not easier to make a lot of primitives which resembles the most certain part of the model (ex. sphere for head, cylinder for arms,...) and then edit them than making one base mesh and adding faces one after one. Big troubles come when you try to make animations. It is almost impossible to make animation if you assign two bones to the same mesh.

btw, I use gmax
 
using more than one bone on the same mesh. It can be done. All you need to do is work in all viewports
like ur top, left etc. Scale the bones smaller in certain areas. Make the bones fit inside the mesh tightly like a real skeletal system. Work with your bone tools tool bar to set tapers and so forth. Look in non perspective viewports to examine which vertices are being affected when you use the envelopes. Lastly use the link command to have some of the non connected bones follow the root bone or main bone.
 
Status
Not open for further replies.
Back
Top