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Post by chancetimerei on Feb 1, 2024 1:50:32 GMT -5
Hi! I've been working on a project on and off for a while now, but I keep encountering the same issue with a few vertex weights. The CAS part is an outfit (skirt and top) with a cat tail attached as an accessory. I'm not trying to map this to a new bone or anything, I've just assigned the whole tail to spine0. That's where I'm encountering the issue: when I import my .blend into S4S, the weights seem to be adjusted a bit in a way that I don't understand. The tail shape should be right, but instead, it comes out in-game looking weird and spiky like I've mapped it incorrectly. I've checked the original file I'm importing and I've painted the weights right, but even if I import and immediately export the same .blend from the package, the vertices are re-mapped for some reason. I've been working under the assumption that I did something wrong the whole time, but it's starting to look like S4S is messing up my file. Any ideas how to fix this? How the tail is mapped: What it looks like in-game and in blender after importing:
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Post by mauvemorn on Feb 1, 2024 3:47:15 GMT -5
Hi. You need to normalise weights. - select this bone in the list of vertex groups; - in edit mode select everything; - mesh - Weights - Normalize all, make sure Lock active is enabled. That said, this tail should not be assigned to this bone to the max. You see how the torso is yellow instead of red? Pelvic bone is here as well. Ideally, you’d want to do it this way: - select and separate the tail; - select an area where the tail connects to the torso( just that area), press Shift D then Esc to duplicate, then P - Selection to separate; - transfer weights from this small piece to the tail; - you may need to do some further adjustments theslyd.tumblr.com/post/159067861786/tutorial-how-to-fix-under-arm-glitches-under-arm/amp
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Post by chancetimerei on Feb 1, 2024 5:56:16 GMT -5
I'm sure I've normalized the weights on this before, but I went ahead with all of your recommendations, and it didn't quite seem to solve the issue. I checked the weights by posing the model in Blender, and everything seems to be perfect, but when I imported and re-exported to see if the problem would persist, and, well: I don't really get what's going on here or how I'd be triggering it, but I feel like S4S is doing something that it shouldn't. Any other ideas?
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Post by mauvemorn on Feb 1, 2024 9:41:43 GMT -5
S4s does what it should: deletes extra vertex groups (when a vertex is affected by more than 4 of them) and normalized weights. It does it when you didn’t do it. Since you did the latter, it means they were not transferred correctly. These are weight transfer processes for different versions. In the future, please attach your blend file right away - make sure the reference is visible and selectable; - select the reference, Shift-select your item, switch to Weight paint, choose Transfer weights; - change Active to By name; - choose Nearest face interpolated as well; - then use Clean tool, choose All groups; - then Limit total with 4 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); - if you’re using 3.6.1 specifically, Weights - Clean. Change Subset to All groups; - Weights - Limit total. Change Subset to All groups.
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Post by chancetimerei on Feb 1, 2024 11:06:24 GMT -5
Okay! Sorry for not including the file in the first place! I did what you said and it worked, specifically I think the cleaning was the issue. I always clean weight groups when I'm initially importing or creating models, but I guess I never really got what that step was doing and I definitely wasn't cleaning vertex groups after minor edits, which is probably how this all started. Apologies again for troubling you with all this and thanks for the help!
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Post by mauvemorn on Feb 1, 2024 13:24:00 GMT -5
There is a bug in 2.76-2.79, 3.6.1 that looks like this and happens after weight transfer To fix it, you need to clean weights with All groups ( or just get a normal version )
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