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Post by twistedmexi on Jan 23, 2017 21:23:13 GMT -5
I have a new mesh I've imported through S4S and everything looks fine in S4S, blender, and also in CAS Tools previewer.
When I get in game there's one random vertex on the hand that skews off. In CAS it shoots straight up, in the world it looks like I have a leash going into the ground.
I'm thinking maybe bone assignment issues but not sure what to do about it, if someone can assist.
Thanks!
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Post by inabadromance on Jan 23, 2017 21:28:13 GMT -5
hi! It sounds to me like a weight issue, have you followed this tutorial?
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Post by twistedmexi on Jan 23, 2017 23:47:50 GMT -5
hi! It sounds to me like a weight issue, have you followed this tutorial? Thanks, taking a look at it now, but I only have one mesh currently... should I export something with arms and transfer from those arms to my mesh?
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Post by menaceman44 on Jan 24, 2017 7:50:53 GMT -5
I had a similar problem with a full body outfit I was working on for children. The knuckle of the index finger on the left hand would stretch off into the distance. The issue I had was that the end of the finger was a seperate mesh group to the rest of the hand and either blender/s4studio/the game didn't like where the two groups met. To solve it I had to remove the knuckle vertices and pull the remaining ones to fill the gap. The finger doesn't bend as fluidly as it should but there is no longer any spikey, stretchy bits.
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Post by twistedmexi on Jan 24, 2017 23:48:48 GMT -5
I solved this by switching which outfit I was trying to merge the mesh into in S4S. For some reason every time I would re-import the mesh it would make the left index finger tip weight painted red. I'd neutralize it, import, export, and there it was... red tip again.
This was occurring when trying to import into the red male repairman outfit. Switching to the fisher outfit fixed the issue, but it seems to me it's a bug with S4S rather than anything wrong with my mesh (since it imported fine by changing what I was importing to.
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