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Post by Brieroberts on Jan 26, 2017 13:55:16 GMT -5
Hi, guys! , I started to work on this new project, I'm creating my own teeth, then I'm not just modeling the existing teeth from the game. I had problems with the bones, to make them move in the mouth, so that is fine, my problem is that the teeth don't follow the position of the mouth, like, if I put the mouth up I will see the gums and if I put the mouth down I will see the lower teeth . Can you please help me !!!!!!!! ??????? I think the problems is because I don't have the uv_1 ....
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Post by orangemittens on Jan 27, 2017 13:01:50 GMT -5
There is a tutorial showing how to make a uv_1 in the CAS/Pose tutorial section. Also, how did you weight the teeth?
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Post by inabadromance on Jan 27, 2017 13:18:17 GMT -5
hi! You need to assign each part of the denture with it's proper weight. You can't weight all with the same bone. Check how the original teeth are weighted by changing to weight paint mode and seeing the bones EA uses. You can read the last reply here. In edit mode, select the top part. Add the bone you need by pressing the + button and double clicking the name of the group to write the proper bone. Then clic assign. Do the same for the bottom part. Also, please read the signature at the top of my posts, it is best to have everything in public so everyone can see and learn from it. If no one is replying, then have patience.
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Post by Brieroberts on Jan 27, 2017 13:55:48 GMT -5
hi! You need to assign each part of the denture with it's proper weight. You can't weight all with the same bone. Check how the original teeth are weighted by changing to weight paint mode and seeing the bones EA uses. You can read the last reply here. In edit mode, select the top part. Add the bone you need by pressing the + button and double clicking the name of the group to write the proper bone. Then clic assign. Do the same for the bottom part. Also, please read the signature at the top of my posts, it is best to have everything in public so everyone can see and learn from it. If no one is replying, then have patience. Hi thank you , the Teeth move with the mouth , I don't have any problem with that. On the pictures you will see what I mean imgur.com/a/f2XWs imgur.com/ML0qFPO imgur.com/TQw5HCm imgur.com/nVddnyR
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Post by inabadromance on Jan 27, 2017 18:22:27 GMT -5
That's so scary XDD. I feel that what you're referring is the position?. I haven't done any head accessories similar to that, but i do know that for example, for piercings, the position in blender isn't quite what you'll see in game. You'll have to accommodate them according to how it looks in game, even if it looks "off" in blender.
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Post by Feyona on Jan 27, 2017 22:16:49 GMT -5
I agree with Inabadromance regarding position. Occlusion in your teeth model is different to EA's teeth. Your model is anatomically correct but on EA's model top teeth positioned right after bottom teeth touching them. So this could cause wrong weight assignment (not smooth weight transfer) when you transfer weights. The teeth on your model have to be positioned as close to EA's item as possible and after transferring weights you can move jaws the way you want them to be positioned. That's what I think without seeing .blend file. Also you can the trick from this tutorial. It helps when your model has more vertices than EA's mesh that you transfer data from. P.s. Are you planning to reduce poly count? It's crazy high for an accessory.
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