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Post by naunakht on Nov 28, 2022 3:38:07 GMT -5
I'm new to blender, and this is my first attempt at creating a new mesh from composite parts. I've removed the old pants and joined the new ones to the top portion. So far so good. The original mesh had a scarf and facemask that I have removed. This left a gap on the right shoulder: I figured I could separate the good shoulder, mirror it to fill in the gap, and then reattach everything. When I did a quick check of the merged mesh in game, I discovered that I had inadvertently created the Hunchback of Notre Dame. Is this a weight issue of some sort? Again, I'm a beginner, and I only have a cursory understanding of how this works. How can I reconstruct the missing shoulder without producing Quasimodo? Explain like I'm a monkey incapable of independent thought, who can only reproduce specific step-by-step instructions (/▿\ ) Here is the blender file, pre-mirror: link
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Post by dissia on Nov 28, 2022 4:08:49 GMT -5
Hey! If you mirror any part you need to redo weights and uv_1, cause they are still assigned to right shoulder than to left as they should be now Your blend link does not work Choose reference mesh similar to your and use Data Transfer option to transfer uv_1. First separate all body parts so you do not transfer weights and uv_1 to them. Then use settings as in picture below to transfer uv_1 To transfer weights you need to click on your reference mesh, then hold shift and select your mesh. Go to Weight Paint and use Transfer Weights option as in picture belowe. After transfering weights use Clean (Subset: All Groups) and Limit Total (Limit: 4)
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Post by naunakht on Nov 28, 2022 4:12:15 GMT -5
I fixed the link to the blender file (whoops). Should I remove (or separate?) the fingertips as well since they're showing? I don't think I can affect the feet.
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Post by dissia on Nov 28, 2022 4:21:13 GMT -5
No you do not need to delete, just transfer an it'll replace existing one. In this case I think I'll leave hands or separate them higher, where top ends and gloves begin. You need to try yourself. Separate only body parts that are joined with your mesh, feet are not as far as I see in pics
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Post by naunakht on Nov 28, 2022 4:22:06 GMT -5
No you do not need to delete, just transfer an it'll replace existing one. In this case I think I'll leave hands or separate them higher, where top ends and gloves begin. You need to try yourself. Separate only body parts that are joined with your mesh, feet are not as far as I see in pics I'm familiar with the basics of uv_1 transfer and weight transfer, so I should be able to manage that, but I haven't heard of the Clean function. What is that?
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Post by dissia on Nov 28, 2022 4:28:40 GMT -5
We use Clean and Limit Total to avoid unwanted weights and limit them to amount that work for sims, so s4s do not delete random ones to keep 4 weights for verticles. This way it can cause problems in game
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Post by naunakht on Nov 28, 2022 4:53:15 GMT -5
We use Clean and Limit Total to avoid unwanted weights and limit them to amount that work for sims, so s4s do not delete random ones to keep 4 weights for verticles. This way it can cause problems in game So Clean affects the UV_1, or the main mesh? How do I apply it? Is there a shortcut or panel for it in 2.78? Should I be in weight paint mode? I tried googling it, and got instructions for how to clean a food blender XD Also, should I use w > subdivide smooth on my reference mesh (to give it more points of reference) before transferring the uv_1? Thanks
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Post by dissia on Nov 28, 2022 5:13:04 GMT -5
So Clean affects the UV_1, or the main mesh? How do I apply it? Is there a shortcut or panel for it in 2.78? Should I be in weight paint mode? I tried googling it, and got instructions for how to clean a food blender XD Also, should I use w > subdivide smooth on my reference mesh (to give it more points of reference) before transferring the uv_1? Thanks No, do not subdivide your reference and do not remove doubles, just append it, join to one mesh if it is in parts and then transfer weights and uv_1. As a reference use ea mesh, not yours Clean affects weights, I wrote it in weights part not uv_1. You use both Clean and Limit Total after transfering weights
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