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Post by chancetimerei on Nov 20, 2023 7:06:40 GMT -5
Hi! I'm putting together a costume with really big gloves and I've run into an issue with a stretchy finger, as well as some other general questions about the weight painting. I think the finger may be related to my shoddy manual weight painting (I guess I painted L_Ring_1 on L_Middle_1). Again, I think that's the issue, but I'm open to a second opinion on that, as I'm very new to this. The other issue is that the yellow parts of the gloves are meant to be mostly immobile. They rotate, but they don't stretch or compress too much outside of the fingers. I'm not really sure what to do with the weights to reflect that, but I think it's sensible to assume it can be addressed that way? I hope that makes sense, anyway. and a link to the .blend: drive.google.com/file/d/1nEnDWHuD60gKgIfm3h6njIpX7co7kLkL/view?usp=sharing
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Post by mauvemorn on Nov 20, 2023 7:30:32 GMT -5
Hi. This happens because the number of vertex groups per meshgroup is exceeded,probably. Try this: - clone ymBody_EF10Noctis; - import your blend there, test - if the issue will remain, remove unused vertex groups from this meshgroup; - clone ymBody_EF10Noctis, do not reuse the previous one, import the updated blend there
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Post by chancetimerei on Nov 20, 2023 8:08:08 GMT -5
Okay. I tried the version that was imported into ymBody_ED10Noctis and it still has the same problem. I tried removing unused vertex groups (I checked manually, though, as I'm running 2.76 and that doesn't seem to be supported by the addon). If removing vertex groups is a solution, I can definitely remove some of the less important groups. Finger 2's seem less important, especially with the decreased range of motion of the gloves. On top of that, would decreasing mobility in the forearms be assisted by removing vertex groups like ForearmTwist? I don't really know if that would work or just cause whole other issues...
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Post by mauvemorn on Nov 20, 2023 17:25:02 GMT -5
apologies, was from mobile. that was a wrongly painted area instead - make the rig visible and selectable; - select the left shoulder bone, press R, rotate; - enable all those buttons on the armature modifier; - now you can locate it in edit mode - once fixed, select the rig again, select this bone again, Pose - clear transform - all
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Post by chancetimerei on Nov 21, 2023 8:22:56 GMT -5
That worked super well and I've got the model pretty much done, but I've noticed that it's not adjustable in CAS. Is there anything I can do about that?
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Post by mauvemorn on Nov 21, 2023 8:32:49 GMT -5
It is not unwrapped as it should be in uv_1 and vertex paint is not right, so transfer them first - clone a swimsuit, export the blend, open; - expand the rig, make feet selectable; - select feet, in 3d view press Shift D, then Esc to duplicate; - in this order: select feet.001, shift-select the swimsuit, Ctrl J to join, optionally rename to Reference; - append your suit into the scene ( or vice versa ); - select your suit, add data transfer, choose Reference as source object, transfer uv_1 like this; - you can also transfer vertex paint like this
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Post by chancetimerei on Nov 21, 2023 9:22:29 GMT -5
Thanks so much! I still need to adjust a few things, but I'm so glad it (mostly) works! Now I just have to make the cape!
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