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Post by lilp23 on Mar 16, 2024 9:34:32 GMT -5
hello i am trying to make a top and have two main problems, polygons are showing through my mesh i normally fix this by triangulating the mesh then duplicating but this hasn't seemed to work. The straps on the bows are distorted in game but look fine in s4s. can you help pls.
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Post by mauvemorn on Mar 16, 2024 10:28:40 GMT -5
Hi. The edges show up because of your graphics card settings As for straps, we would need to see the files to know for certain, but most likely they are affected by morphs and bones from the breast or other unwanted areas. You can select yellow parts and make them behave like the orange one - choose uv_1, in uv editor enable sync, select one whole bow, UV - Merge - At center ( in 2.7x, press W, choose Weld ). Move this welded uv where the orange part's uvs used to be. Do the same with another one; - in 3d view select one vertex on the orange part, select the whole bow, copy weights from the active vertex to selected ones. Do the same with the other side Also, this is not how you fix any problem that fits this description, so the next time you encounter the issue you had in mind, bring it here
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Post by lilp23 on Mar 16, 2024 13:26:08 GMT -5
how do i copy the weights on blender 2.70, i cant find the option?
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Post by mauvemorn on Mar 16, 2024 13:35:24 GMT -5
use a newer version, 2.76-2.79, blender 2.7 is ancient, you dont need it at all
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Post by lilp23 on Mar 17, 2024 7:13:36 GMT -5
i followed what you said and it has definitley helped but there is still a slight bend is there a way to fix this? packagenot sure if the picture or link to package file are going to work but i have tried to add them anyway
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Post by mauvemorn on Mar 17, 2024 13:00:25 GMT -5
- in uv editor enable sync; - in 3d view select this vertex ( red ); - select uv_1 and zoom onto the space that has that uv. Press B and select the whole bow; - click on Paste weights to selected buttons; - find b__Spine1__ and click on Remove to remove its influence from selected area. Do the same with b__CAS_R_Breast__; - repeat on the other side ( but with b__CAS_L_Breast__ instead )
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Post by lilp23 on Mar 18, 2024 5:17:51 GMT -5
i tried this but now its clipping inside the top did i do somthing wrong?
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Post by mauvemorn on Mar 18, 2024 6:29:46 GMT -5
Share the updated blend please
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Post by lilp23 on Mar 21, 2024 10:55:51 GMT -5
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Post by mauvemorn on Mar 21, 2024 11:00:32 GMT -5
This was not done - select uv_1 and zoom onto the space that has that uv. Press B and select the whole bow; - find b__Spine1__ and click on Remove to remove its influence from selected area. Do the same with b__CAS_R_Breast__; - repeat on the other side ( but with b__CAS_L_Breast__ instead )
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Post by lilp23 on Mar 21, 2024 11:28:13 GMT -5
huh weird i thought i followed the steps, probably did something wrong. a bit confused about selecting the vertex, does it have to be that exact one becuase im stuggling to know if ive picked the right one and i dont really understand what your doing in the uv editor.
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Post by mauvemorn on Mar 21, 2024 14:13:53 GMT -5
No, it just has to be on that knot. You want the whole bow to move like this knot, so you select one vertex on it, then copy its weights to others. However, in some places the knot is affected by other bones, so you need to manually remove them.
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Post by lilp23 on Mar 21, 2024 14:19:51 GMT -5
when i click remove the bones still show up on the list is this right? becuase if it is i dont know why its not doing anything then
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Post by mauvemorn on Mar 21, 2024 15:08:52 GMT -5
Hm, i just checked that, the first two times I clicked, the vertex group stayed in the list, the third time it disappeared. This may be a glitch with blender, but it should disappear right away
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Post by lilp23 on Mar 22, 2024 6:08:00 GMT -5
yeah no matter how many times i click it it just wont dissapear is there any other way i can fix the bend in the straps or is this the only way?
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