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Post by octetsica on Sept 5, 2021 17:55:30 GMT -5
So, I am an extreme newbie when it comes to creating meshes and learning blender. Successfully, I created a brand-new mesh and turned it into an accessory. It was a long process, and eventually I found myself at a dead end, weights. I seriously struggled to do this manually. I watched some YouTube videos, and it suggested CAS TOOLS. I used the "fix mesh feature", and assigned all to the package, (it would float in game without it) and now it works. It's pretty functional, it looks amazing, but just a tiny problem. I notice in some animations and poses, it warps. I am not sure how to fix that, I tried searching how to do it and haven't found many results or luck. I can add the package link and the Blend file if that helps.
Thank you in advanced!!
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Post by Fwecka (Lolabellesims) on Sept 5, 2021 23:37:54 GMT -5
So, I am an extreme newbie when it comes to creating meshes and learning blender. Successfully, I created a brand-new mesh and turned it into an accessory. It was a long process, and eventually I found myself at a dead end, weights. I seriously struggled to do this manually. I watched some YouTube videos, and it suggested CAS TOOLS. I used the "fix mesh feature", and assigned all to the package, (it would float in game without it) and now it works. It's pretty functional, it looks amazing, but just a tiny problem. I notice in some animations and poses, it warps. I am not sure how to fix that, I tried searching how to do it and haven't found many results or luck. I can add the package link and the Blend file if that helps.
Thank you in advanced!! First, mushrooms on the shoulder is such a cool idea. I want this in my game! If I ever get around to playing again, that is :p You're talking about how the mushrooms stretch when the arm moves, right? It would be a weight paint issues. You cloned earrings for your final package, but what did you use to transfer the weights? I don't have a solid this-for-sure-will-fix-your-problem answer, but it seems if you deleted all of the weights, used a shirt to transfer the weights, and used this tutorial, it'll work for you. The thing about transferring weights with Blender 2.7 is that it adds weights that don't affect the mesh much, if at all. You can't have more than four weights attached to any vertex. If you have vertices with more than four weights attached Studio will randomly delete weights. Not good. In versions higher than 2.7 you can "clean" your mesh of vertices you don't need. You may need to manually refine the weights. This tutorial is for underarm glitches but the concept is the same. Your mesh is UV mapped in the wrong place in the CAS map. If you want the mushrooms in the earring category you need to place your UV islands in the earrings section of the CAS map. (Save the image below. If you continue making CAS items you will use it constantly). Currently, the UV islands are in the face section, which means the mushrooms will pick up the face's texture.
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Post by mauvemorn on Sept 6, 2021 9:31:36 GMT -5
The thing about transferring weights with Blender 2.7 is that it adds weights that don't affect the mesh much, if at all. You can't have more than four weights attached to any vertex. If you have vertices with more than four weights attached Studio will randomly delete weights. Not good. In versions higher than 2.7 you can "clean" your mesh of vertices you don't need. What you're describing happens in newer versions (starting from 2.74+ i think), not 2.7. It does not happen in 2.7, which is why a lot of people tell to use this version to transfer weights instead of just learning how to do that properly in newer versions. Anyway, the described issue does not happen, to see if it does you need to switch to edit mode, click on any vertex, to the right you'll see all the vertex groups that affect it. If there are 65675756 vertex groups with 0 values, you need to use Clean tool. If there are more than 5 vertex groups with normal values, you need to use Limit total.
The problem lies in the fact the the mesh gets data from places it should not because they are closer to it To fix it,
- in edit mode enable show weights;
- delete the head and neck bones from the list entirely by selecting each and clicking on the - button; - disable Limit selection to visible, switch to vertex select, select the very bottoms of all mushrooms, press Ctrl I; - select each shoulder vertex group, press on Remove; - Tools - Weight tools - Normalize all, uncheck Lock active
Also, for the future, create one mushroom and uv unwrap it first, then duplicate the mesh and place it. The way they are unwrapped right now is not right
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Post by octetsica on Sept 6, 2021 15:13:13 GMT -5
The thing about transferring weights with Blender 2.7 is that it adds weights that don't affect the mesh much, if at all. You can't have more than four weights attached to any vertex. If you have vertices with more than four weights attached Studio will randomly delete weights. Not good. In versions higher than 2.7 you can "clean" your mesh of vertices you don't need. What you're describing happens in newer versions (starting from 2.74+ i think), not 2.7. It does not happen in 2.7, which is why a lot of people tell to use this version to transfer weights instead of just learning how to do that properly in newer versions. Anyway, the described issue does not happen, to see if it does you need to switch to edit mode, click on any vertex, to the right you'll see all the vertex groups that affect it. If there are 65675756 vertex groups with 0 values, you need to use Clean tool. If there are more than 5 vertex groups with normal values, you need to use Limit total.
The problem lies in the fact the the mesh gets data from places it should not because they are closer to it To fix it,
- in edit mode enable show weights;
- delete the head and neck bones from the list entirely by selecting each and clicking on the - button; - disable Limit selection to visible, switch to vertex select, select the very bottoms of all mushrooms, press Ctrl I; - select each shoulder vertex group, press on Remove; - Tools - Weight tools - Normalize all, uncheck Lock active
Also, for the future, create one mushroom and uv unwrap it first, then duplicate the mesh and place it. The way they are unwrapped right now is not right
I have done these steps, So far so good. There's a little floating, but am I just to expect that in this particular idea? Since the bottoms slightly move off the shoulders, but there's no more warping at least? Example on slight floating: I can attach the new blend as well. Just to make sure. Sorry If I got it wrong again! (I seriously appreciate the help I am receiving on this, it really helps a ton!!) New Blend
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Post by octetsica on Sept 6, 2021 19:45:50 GMT -5
I think I fixed it. There's slight warping but not as bad as before. thanks for all the help!!
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Post by mauvemorn on Sept 7, 2021 2:54:13 GMT -5
In your updated file, you completely removed the vertex groups from the right side of the body. As i said, select the bottoms of ALL mushrooms, not just the ones on the left
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Post by octetsica on Sept 7, 2021 17:25:31 GMT -5
In your updated file, you completely removed the vertex groups from the right side of the body. As i said, select the bottoms of ALL mushrooms, not just the ones on the left I went back in with a clearer understanding of your steps! I didn't re-add the new blend file, but I can!
I am still learning as I go, I am sorry for not doing it right the first time. Thank you for the help! I seriously appreciate it.
(I did select all the bottoms of the mushrooms in that file, pressed control i, the mistake lies within me removing all the vertex groups. I was silly for it, I did not select only one side, though.)
This new new blend is my attempt at going back in with a clearer understanding of the steps. I did not remove all the vertex groups this time, and I only removed the ones mentioned!
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