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Post by Simsfan9911 on May 10, 2015 16:02:51 GMT -5
Hello im new at making meshes and i was wondering if anyone would be able to explain to me how i assign bones to a top. I just cant figure it out nor can i find where they are in blender and have googled it but cant find any tutorials. Also weighing is confusing me too, how do i know what color it should be?
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Post by untraditionalnerd on May 10, 2015 19:28:05 GMT -5
Hello! Welcome to my club :D What do you mean by weight color? Do you mean vertex paint or the colors that you see when you check to see the weight of the mesh? To assign a bone/weight group to a vertex you have to select it and choose from the list that you find in the Object data tab on your right. If it's a mesh that you did from scratch and doesn't have the weightgroups/bones listed you can merge it with an EA top and and the separate it. This way your mesh will have the same cut and the weight groups/bones listed already. A starting point is to find an EA mesh that is similar to your project and importing in to your blend file. In object mode select the EA mesh then yours, switch to Weight paint and and click Transfer weight. This method could work like not. You may have to fix it in some points.
Let me know if you have any questions or doubts.
UN
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Post by Simsfan9911 on May 12, 2015 8:46:59 GMT -5
Brilliant thank you ill give it a go and let you know how it turns out, ive been practicing with other meshes with the info you gave me and they have all worked so far :-)
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Post by Simsfan9911 on May 12, 2015 8:50:25 GMT -5
How does UV_1 work? I know its what changes the mesh with the body sliders but how do i edit it/make a new one?
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Post by untraditionalnerd on May 12, 2015 18:56:04 GMT -5
You can edit it by changing which uv map your are viewing by clicking on the object data tab. Look for the UV maps window and click on uv_1. You can edit as you edit any other uv map. We are still working to get an easy method to unwrap the UV_1. If you look at it you will see that it's different from the uv_0 and it has its own rules. If you create a new mesh you need to create an uv_1 that follows EA rules. You could use cylinder projection to achieve a similar result.
UN
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Post by Simsfan9911 on May 12, 2015 20:57:19 GMT -5
Brilliant thank you ill give that a go. Before I unwrap would I have to make seams like you have to do in the earing tutorial?
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Post by untraditionalnerd on May 13, 2015 6:19:57 GMT -5
It's not a MUST but it's adviced to do it. It helps to split the uv, get a better result and control it. As I said there is not a perfect/correct way to do it yet. I usually split the front and back. I split the back again in the middle. I use cylinder projection or standard unwrap with a part of the map pined. It's all about what I need.
UN
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