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Post by darlyssims on Aug 17, 2023 14:49:32 GMT -5
I made a new frankenmesh and for some reason something is wrong with the WP. I tried different meshs to transfer weights from but the result is still a glitchy part. I don't know why it isn't working. I deleted all the weights before my transfer. Here are my files, Ty for your help!
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Post by mauvemorn on Aug 18, 2023 3:05:17 GMT -5
Hi. - enable sync, select this uv island, Ctrl I to invert the selection; - select your hair, in edit mode select everything with A, remove doubles - Expand the rig, make head_2 selectable; - add data transfer to your hair, choose head_2 as source object, set the rest like in the pic, apply
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Post by darlyssims on Aug 18, 2023 8:19:12 GMT -5
Hi! Thank you for your answer. I followed your instructions but the problem is still there, the forehead braid glitches. Do you have another idea how to fix it? Heres the updated file.
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Post by Fwecka (Lolabellesims) on Aug 19, 2023 4:45:30 GMT -5
Hi. It looks like Mauvemorn's instructions are for transferring the uv_1. But, you're looking to transfer weights? Okay. First, when you select something in the UV editor and press ctrl + I the selection inverts to everything except what you originally selected. It's just a quick way of selecting geometry. If you want to select mesh parts in the UV editor you first have to enable sync and you have to be in face-select mode. Not only can you quickly select parts of your mesh this way but you can see all of your UV islands without having to select anything on your mesh. The part where Mauvemorn says to remove doubles. In older versions of Blender, you'd press W > remove doubles. Newer versions of Blender are different. Now, you select the mesh parts you want to remove doubles in and press M > by distance. There'll be a little window in the corner that you can expand. You can set the merge distance in that window. This will merge any vertices that are on top of each other or right next to each other. You want to remove doubles in your mesh before transferring weights and the uv_1 just to be thorough. You can then separate mesh parts or split edges afterward. Select your mesh and in the vertex group section remove all of the existing weights. Do what Mauvemorn directs about unfolding the rig and making head 2 selectable in the third screenshot. It's just the left panel in her image you need to worry about. If you don't make head 2 selectable then you can click on head 2 all you want but Blender won't let you do anything. Alrighty. Now, hold shift and select head 2 first and then your mesh second. Then enter weight paint mode. Select weight > transfer weights. In the new window that pops up make your selections are the same as what's shown in the screenshot below. Afterward, go to weight > limit total. Make sure it's set to 4. This part is important. No vertex should have more than four weights attached to it. If there are more than four Studio will randomly delete weights and that will eff things up. If Mauvemorn corrects anything I posted be sure to follow her directions. She's good at all this.
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Post by mauvemorn on Aug 19, 2023 5:27:01 GMT -5
The cause of your problem is this Every vertex becomes affected by every bones when you do not use clean tool after transferring weights in 2.76-2.79. This does not happen when you do that in blender 3+, i didnt even check Judging by the fact that i can see the textures in blender 3, this is where it was created, right? You do not need to re-transfer weights, especially not from the head, just use clean tool. No idea why that happened in the first place, but make sure you are using correct weight transfer settings
EDIT: i cannot fhfhgfhfhking believe it, they brought this stupid thing back??? in 3.6.1?????UGGGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
but yes, now you have to use clean tool after transferring weight every time
How to transfer weights in Blender 3.6 +: - make sure both your item and the reference are visible and selectable. If you're going to use a body parts under the rig as a reference, make sure to make it selectable first; - in this order: select the reference first, then Ctrl-select your item; - switch to Weight paint, Weights - Transfer weights. Change Vertex Mapping to Nearest face interpolated and Source layers selection to By name ( very important); - Weights - Clean. Change Subset to All groups; - Weights - Limit total. Change Subset to All groups.
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