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Post by Fwecka (Lolabellesims) on Aug 28, 2021 21:58:44 GMT -5
Hi. I've been working on a tutorial for a Resident Evil 4 conversion and I have a question about how to handle the robe. Would it be better to separate the cape, mantle, clasp and hood from the robe and make that into an accessory or would it be possible to keep everything together? I'm a little worried about weighting it. I want it to animate as it should. Ignore the current condition of the mesh. It needs to be cleaned up and I haven't gotten to that yet.
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Post by mauvemorn on Aug 29, 2021 4:27:26 GMT -5
Hi. When it comes to rigging, it does not matter whether this is one item or two because there is only one rig. It will move the same regardless. The reason you might not want to do it is the texture. The cape is probably casting a shadow on the robe that baked to texture. If you will remove the cape, the shadow will still be there. Another thing are bones. There are full-body items that come with the feet and the head bones, but no accessories.
also, if the item comes with the rig, you could just rename its vertex groups to those of ts4 rig. At least in crucial areas
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Post by Fwecka (Lolabellesims) on Aug 29, 2021 8:21:54 GMT -5
Hi. When it comes to rigging, it does not matter whether this is one item or two because there is only one rig. It will move the same regardless. The reason you might not want to do it is the texture. The cape is probably casting a shadow on the robe that baked to texture. If you will remove the cape, the shadow will still be there. Another thing are bones. There are full-body items that come with the feet and the head bones, but no accessories. also, if the item comes with the rig, you could just rename its vertex groups to those of ts4 rig. At least in crucial areas To be honest, I'd rather keep the cape on the robe specifically because the robe looks bad without it. For example, the collar on the front of the robe was moved into the mesh to avoid clipping through the mantle; the mesh looks like hell, really. The model came from the game with everything: hair, head, hands, rings, fingernails, feet, robe. It came with textures, too. It's got a ton of bones and a lot of them have to do with facial animation which is useless since I'm only going to be weighting the robe with possibly the cape attached. The hair, ring, and fingernails will be handled separately. My main concern is the weight painting of the robe and cape. I don't want to get 50 steps into this project and find out the weight painting didn't work, you know? That's why I posted my question. One more question. I read on this blog the following: "...it's helpful to use proportional editing to change the shape of your transfer mesh to closely resemble your new mesh."I'm thinking of trying that to see if I can accommodate the train on the robe. Anyway, if you don't mind, I'd like you to take a look at the file and look at all the bones it came with and tell me what you think. I really value your input. The file is here.
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Post by mauvemorn on Aug 29, 2021 16:13:39 GMT -5
mmm, okay so the way that the mesh is rigged is not really the best in the sense that the hem of the robe at the back is assigned to shins, so when a sim raises one foot, half of that hem moves with it, which is not exactly how it would work in the real world. I suggest you to transfer the weights from the gown that reaches the ground without editing its shape in any way. This is not the case where it will make the difference. Then you will add the armature, change the rig position and edit the weights if needed.
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Post by Fwecka (Lolabellesims) on Aug 29, 2021 23:05:33 GMT -5
mmm, okay so the way that the mesh is rigged is not really the best in the sense that the hem of the robe at the back is assigned to shins, so when a sim raises one foot, half of that hem moves with it, which is not exactly how it would work in the real world. I suggest you to transfer the weights from the gown that reaches the ground without editing its shape in any way. This is not the case where it will make the difference. Then you will add the armature, change the rig position and edit the weights if needed. Can you explain what you mean by adding the armature and changing the rig position? I'm not sure I understand correctly. Sorry.
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Post by mauvemorn on Aug 30, 2021 3:24:38 GMT -5
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Post by Fwecka (Lolabellesims) on Aug 31, 2021 0:07:02 GMT -5
Explained here theslyd.tumblr.com/post/159067861786/tutorial-how-to-fix-under-arm-glitches-under-armAh, okay. Yeah. I get it now. One last question. The sleeves flare near the wrist. Do you think the weights would transfer correctly given that (I don't think) there's anything in the game that has sleeves like that. It makes me wonder if I should take the reference mesh and scale the wrist hem so that it's roughly the same size as the wrist hem on the robe. I mean, I know I've got to actually finish working on this project and take my chances with the weights but it'd be nice to know what to expect beforehand. It would save time and effort.
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Post by mauvemorn on Aug 31, 2021 0:58:50 GMT -5
There is a point in editing the reference when its too far away from your mesh or when it’s a bit shorter than yours. In other situations if there will be a difference then insignificant. You can always just try and see what works best in your case but there is nothing closer to the cuffs than the wrist, so there should be no problem. But it will take like 20 secs to find out by transferring weights and editing the rig’s pose so might as well start from that and re-do if needed
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Post by Fwecka (Lolabellesims) on Aug 31, 2021 4:36:55 GMT -5
There is a point in editing the reference when its too far away from your mesh or when it’s a bit shorter than yours. In other situations if there will be a difference then insignificant. You can always just try and see what works best in your case but there is nothing closer to the cuffs than the wrist, so there should be no problem. But it will take like 20 secs to find out by transferring weights and editing the rig’s pose so might as well start from that and re-do if needed Thank you. Yeah, I'm just going to go ahead and try it and see what happens. Honestly, that's part of the process, right? Just blindly trying things, lol. I've put this off long enough; time to get my hands dirty. If the weights don't transfer well, I think I could just look at an EA item and get an idea of what needs to be done. I'm trying to avoid extra work. That's not going to happen.
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