Hard surface model skeleton
I need a little help on a subject I am facing some problems on with DS4. I often model hard surfaces using Hexagon; these objects have many independent parts organized in groups. But not every form or every group needs a bone. I modeled a lot of them with DS3 and everything was working well. (I was removing all unnecessary bones keeping only one bone per solid group)
But since I work with DS4 things are not the same. If I do the same, removed geometry is not following his parent bone. If I weld forms together getting “one form per bone” (in Hex) everything works fine but this is not a good way, UV’s are messed up ad model’s structure is destroyed. So I tried to suppress some of the bones while setting the skeleton, but didn’t find a successful way to do this, neither in triaxe nor in parametric style. The problem can’t be easily seen on soft objects where part translations are not used and boneless parts are not the rule.
Does anybody has an idea or have faced the same?
DS4 pro win64 v184.108.40.206