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Post by PW-Creations on Dec 19, 2017 9:48:17 GMT -5
Hello, I need help. I just converted a wine glas to use in CAS as an accessory. The accessory is assigned to the left hand, but eventhough I assigned it, that wine glass still floats in the air. What are the right joints for it?
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Post by Zelrish on Dec 19, 2017 10:29:36 GMT -5
Hi there,
Can you please share the blend and package so we can help you ? Hard to say without it. It could be that the origin of your object is misplaced.
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Post by Leniad on Dec 19, 2017 11:01:37 GMT -5
You made need to adjust the rig to fit in hand properly, use transform bone for adjustment not base.
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Post by Feyona on Dec 19, 2017 19:15:08 GMT -5
You made need to adjust the rig to fit in hand properly, use transform bone for adjustment not base. Rig shouldn't be touched at all. Item should be placed, weighted and vertex painted properly in order to work as intended. PW-Creations please share your .blend and .package. You can assign an accessory to hand or finger joints but if it assigned properly it shouldn't float. You might forgot about vertex paint, but without files there is no way to tell what went wrong.
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Post by PW-Creations on Dec 21, 2017 7:56:08 GMT -5
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Post by inabadromance on Dec 21, 2017 9:39:14 GMT -5
The weight isn't done correctly for that type of accessory. This doesn't require "Weight trasnfer" but a simple individual bone assignment. Please read THIS GUIDE (from step 13). In edit mode you need to change to solid view, untick "limit selection" and select all mesh by pressing A. Then delete all bones from the list except the for the hand bone. Click on the hand bone and press "assign". In weight paint, you'll see the glass red meaning that is weighted 100%. Or you'll see it in edit mode if you have "show weights" ticked. You also have an extra uv_1 that should not be there. Please delete it. The one you currently have belongs to its buy mode object state. This is going to mess it in CAS. Small hand objects do not require uv_1 (since they don't need to morph with weight) Also, i've noticed that the edges of the texture you're using end exactly where the uv edges are. You have to leave at least 5 pixels wide of extra texture beyond the uv to avoid the texture from bleeding (white borders on the edges).
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Post by PW-Creations on Dec 21, 2017 12:38:37 GMT -5
Thank you for the help. I'll work on it!!
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