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Post by purefoysgirl on Jun 26, 2022 10:37:28 GMT -5
I'm having an issue with a frankenmesh. I used pieces that were full body and had those bones, but I only used the top half to create my shirt. I removed all the weights and transferred them from the cloned mesh I used as a base (the Pride tank top that's tucked in), but every time I export the mesh back out, the skirt and leg bones are all still there. I'm not sure what I'm doing wrong. I followed the instructions I was given on another piece I was having skirt bone issues with, but my changes aren't "sticking". Should I use a different tucked shirt as a base and start over? I use blender 2.70a, the higher versions are washed out and hard for me to see. Thank you for your help. Blend FilePackage File (Please ignore the lower LODs, I started creating them, but I want to get this issue sorted before I continue on)
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Post by mauvemorn on Jun 26, 2022 11:00:57 GMT -5
Hi. This will not cause you any problems ( at least it should not). It could if the item had all vertex groups from the whole rig ( the game would crash ) or if you were splitting the mesh into meshgroups and, because of so many of them, would not notice that one of them is affected by the bone the original was not, but other than that it is not a big deal because they do not actually affect the mesh However, you can: - Remove unused vertex group from the mesh with this addon ( enter 0 and click on purchase, in Blender go to File - user preference, switch to addons, choose install from file, choose this file); - re-start the package from the same pride top
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Post by purefoysgirl on Jun 26, 2022 11:30:27 GMT -5
mauvemorn Thank you as always for your help. I couldn't get the add on to work, unfortunately. We have a severe lack of base game tucked shirts that don't have 6 mesh groups. I guess I will restart it, since it has toe and calf and pretty much every vertex group available. I appreciate your time!
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Post by mauvemorn on Jun 26, 2022 13:07:02 GMT -5
You don’t need to restart it, you can just ignore it. It should not cause you problems ( it’s when the mesh has vertex groups from, like, the whole rig, facial bones and all)
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