|
Post by marsmerizing on Jan 2, 2023 3:25:01 GMT -5
Hello! I have this problem again with spikey mesh. I was told some time ago, that I had to use clean and limit total (all group) for this problem. Usually it works, but somehow it doesn't this time. Well, to be fair, I wasn't sure I was doing the limit total right or not. I don't know when is it to lower the limit number or how low I can go to fix this problem. I tried many times with this mesh. reducing the limit number, sometimes it reduces the vertices by 400-ish some other times I got lower number depends on how much I use the "clean" tool. I tried the limit tool and erase manually the weight on the foot (R&L), and repainted it again. but the result was either the spikes remained or only the longer spikes gone but the main shape is still weird. Please help :(
the blender file here is unedited I reckon. (I didn't make any changes on the weight, if I'm not mistaken)
|
|
|
Post by mauvemorn on Jan 2, 2023 4:21:29 GMT -5
Hi. That is a problem of a different nature.
To clarify about limit total. Every vertex can be affected by no more than 4 bones. In places with a lot of bones (chest, skirts below mid-thigh) some vertices will end up being affected by more than 4 and s4s will have to delete extra ones and normalize the rest (in a random way). This is what leads to small spikes (because now some bones affect the mesh more than they should be). Limit total removes the ones that affect the vertex the least and normalizes the rest, so it prevents these spikes. If blender says something like “zero weights has been removed”, that just means there was no vertices affected by more than 4 bones to begin with.
The issue you’re getting this time is different. The spike happens where the mesh is affected by the bone that is not present in the package. In your case it is foot bones. The item you started the package was not affected by it, so it does not accept the introduction of it to the package. This is one of many reasons why you should always make items the maxis way ( clone pants of similar length, transfer all data from them, then split your mesh the same way, and replace the originals) instead of the easy way (clone underwear made of one meshgroup). Doing things the maxis way will take 5-10 more minutes but will prevent 99% problems that take hours to receive a solution for.
|
|