NVil Forum
General Category => Community Help => Topic started by: steve on October 30, 2012, 02:02:03 am
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Hello,
I remember seeing a thread stating that some functions had been removed from using bones (I think it was attached mesh to bones). Are the "Bones" in NVIL being developed or being removed?
I only ask, as I have still not looked at the "bone" implementation, and will not do so if they are being removed or not developed.
Thanks,
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Skinning functions are no longer available. But you still can create bones in bone mode and attach mesh to bones. One bone can only hold one mesh.
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OK, thanks,
Unfortunately, 5 minutes into trying out the Bones, on an "Undo" Fatal error.
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Can you reproduce the error?
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I will have another look at the "Bones" later in the week, and see if I can reproduce the error.
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Can I inquire about the removal of skinning from NVil (or maybe it was still VoidWorld back then)? I'm simply curious. Have IStonia decided that this feature isn't necessary in pure modelling program, or was there some other reason?
Also, if bones were dropped, why we can still them? They don't seem to have any impact on objects, apart of the root bone and its first child both of which transform whole object.
P. S. I also experienced the above exception once. And indeed, it has something to do with Undo stack and creation of new bones.
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The way I understood it the bones represent the mesh hierarchy. I once ran into problems with mirroring and it turned out, that it had to do with the bones. I don't find it that intuitive to use them for things relating to pivot points. Hence, I've already forgotten what the problem was exactly.
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I see. Well in that case they're something different than I thought.
Could turning their UI off (Edit->Preferences->Options->Hide mesh and bone mode UI) lead to any problems?