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Post by tyirannoss on May 9, 2020 16:29:43 GMT -5
UPDATE: I managed to get this working. If anyone stumbles upon this thread looking for info, I had only set the weights for the _bind_doorR vertex group. For info, in the properties of the mesh in blender, select the Object data button (next to the object modifiers button where the decimate modifier is found) and ensure that the _bind_doorR is correctly painted as well as the transformBone. I personally selected the right door, moved it away from the rest of the fridge. Still in edit mode with just the door selected, I unassigned it from transformBone and assigned it to _bind_doorR, then selected the rest of the fridge and ensured the right door was not selected and unassigned that from _bind_doorR and assigned to _transformBone. Hello again everyone So I'm trying to convert a custom double height cabinet into a fridge - basically what plasticbox on MTS did here with the SCargeaux cabinet. Luckily for me they left a very accommodating policy regarding edits of their work, so I've started with their SCargeaux fridge as a base. When I put my version in the game, though, parts of the mesh are deformed. Pics below demonstrate: Having done some reading, I suspect this is an issue with the weights I've painted onto the mesh. In pbox's original the whole of the right door is painted red with the left being painted blue, which is what I've matched. I couldn't find much on weight painting objects when I tried to look so I was wondering if someone might be able to take a look at the package file ( here*) or point me in the direction of some more info on the subject. (*I know Lod1 is in a worse shape than Lod0, I stopped working on it once I realised lod0 was misbehaving)
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