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Post by liijoue on Mar 23, 2024 18:32:42 GMT -5
Hello,
I need help understanding best practice for packages with different vertex groups when I combine EA meshes ("frankenmesh".)
For example, I have confusing issues with hair and jewelry. Sometimes bones are included that don't seem to impact anything, even if I check the weights. Like a pulled back ponytail that has an 'UpperMouthArea'.
With jewelry, especially earrings, I've noticed a lot of seemingly random extra bones, which makes combining meshes confusing. Like the base game stud earrings have "L_Shoulder_Twist" (but not "R_Shoulder_Twist") I don't understand why it's there for a pair of studs in the first place. Another confusing one is "ROOT_bind" which is present in some but not all meshes. I don't know when/if it's ok to delete these seemingly random extra vertex groups.
I've also noticed some EA packages have different vertex groups for the different LODs. Yet I know most creators just use the same mesh for all LODs, and they just decimate to decrease poly count.
So my questions are basically:
What does it actually impact if your new mesh has different bones than the original?
Should I prioritize making my frankenmesh have the exact same vertex groups as the bgc base for all LODs? (Even if that means deleting / transferring extra bones)
If for example I use a bgc base that does not have ROOT_bind, but my new frankenmesh does, should I delete it?
And vice versa, if the bgc earrings I use as a base includes a seemingly random "L_Shoulder_Twist", but my mesh only has a "Head" bone, should I transfer weights?
Any help is appreciated. Thanks!
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Post by mauvemorn on Mar 24, 2024 4:45:12 GMT -5
Hi. Switch to edit mode, deselect everything with Alt A, choose a vertex group in the list, then click on Select button. If nothing highlights, it does not affect the mesh and can be removed. Why is it here in the first place? No idea. Does it need to be here? Most certainly not. Will any of this cause problems? Not with hair or accessories.
Vertex groups cause problems when there are too many of them (above 60), but that is unlikely to happen with hair and accessories. So if your item does not exceed this limit, do not worry about this
Yes, lods can be affected by different bones but, again, not something that matters with aforementioned categories
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