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Post by Julliie on May 28, 2023 10:03:17 GMT -5
Hello! I've been trying to finish these eyelashes for a while but cannot for the life of me figure out why only 2/4 lash "pieces" won't move with the eyelid. There are a few tweaks left, but the vertex paint, weight paint, and UV1 looks okay as far as I can see. I duplicated the working pieces over to the other side, mirrored them, flipped the normals and then added on the weights and uv1. What am I missing? Anything helps! Package file link
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Post by mauvemorn on May 28, 2023 11:43:54 GMT -5
Hi. Where the mesh does not move, it is assigned to the head bone. The whole mesh is not rigged as it should be, you can see that when adjusting the scale of the eye The eyelashes must morph right, otherwise they will not conform to the eye shape, so you should transfer uv_1
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Post by Julliie on May 29, 2023 16:52:33 GMT -5
Thank you! I tried a uv1 data transfer from the head lashlines, but somehow it didn't change anything. I even tried joining the top and bottom lashes into two combined shapes, but still only one half moves with the eyelid.
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Post by mauvemorn on May 29, 2023 17:00:33 GMT -5
Did you re-transfer the weights? Incorrect rigging is the reason the lashes do not move, not uv_1. Both the weights and uv_1 must be transferred from the ea lashes or the area of the lids the eyelashes “grow out” from, not the whole head
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Post by Julliie on May 31, 2023 16:30:42 GMT -5
Yes I did the weights again, and I tried both with the lid from the head and EA lashes. After a few attempts, I managed to get three out of four pieces working. However, the top right lash is now connected with only a few vertices. It's weird because all vertices are mapped to be exactly within the area of the EA lash line. The verticles closest to the eye are perfectly mapped to the innermost circle. I tried duplicating the UV1 of the working top lash too and mirroring it, but that did not work either.
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Post by mauvemorn on Jun 1, 2023 6:24:40 GMT -5
The uv_1 looks right but the weights dont. You might be transferring them the wrong way. Please always provide the updated files, the blend and the package - make sure both the reference and your eyelashes are visible and selectable; - select the reference, shift-select the eyelashes, in weight paint mode click on Transfer weights, set it like in the pic, then choose Clean with All groups and Limit total.
Unrelated to the rigging issue, there are two issued that you need to fix. However, you need to rig the mesh right first to actually see these issues properly: - the eyelashes need to, like, protrude more, otherwise they clip into some eyelids ( try them with monolids, for example) - placement of the root matters. If it is too close to the eyeball, it will be affected by the morphs responsible for the size of the iris. The only solution is to move the eyelashes away from the eyeball. This can be avoided if you will start modelling from the head. You dont have to use the head mesh itself like in the example (but if you do it this way, you dont have to rig the mesh and transfer uv_1) but need to use the edge loops on it as a starting point
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Post by Julliie on Jun 5, 2023 3:51:37 GMT -5
Thank you so much for the detailed explanation, and my bad for not providing the file earlier! You are completely right. When following the explanation I realized that when transferring weights I had not checked whether clean was set to "all groups". This made the whole difference. The lashes now work perfectly, and after tweaking the mesh and vertex paint a bit I also managed to fix the iris and clipping issues!
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