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Post by scatterfruit on Apr 20, 2024 14:05:12 GMT -5
I'm relatively new to working with CAS/CAP meshes and everything that entails, and haven't been able to find much in the way of tutorials specific to horses (understandable).
The problem I am having is that there are strange crunchy sections of the mane I am working on that appear in game but not in blender. When I first brought it into the game to test, I assumed that the problem was the weight painting, but after some editing in blender the problem persists in game. Running the exact animation in blender with the mane attached, I can't replicate the deformation, leaving me completely confused as how to proceed. In game: In blender: File links:
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Post by mauvemorn on Apr 21, 2024 4:21:26 GMT -5
Hi. Most likely cause are uncleaned weights. In Edit mode select everything with A, Mesh - Weights - Clean, change subset to All groups. Do Limit total just in case ( same location ) However, it would be best to re-transfer weights and uv_1 from the body instead, then Clean them and Limit total How to make an item move and morph by transferring weights, uv_1 and vertex paint
Transfer weights, uv_1 and vertex paint with Data transfer. The result may not always be perfect, but it is best to solve problems as they come:
- Unhide the reference. It must be visible* ( eye icon ) and selectable* ( cursor icon );
- Select your hair;
- In Modifiers tab add Data transfer modifier;
- Choose Reference as Source object;
- Enable Vertex data and expand it;
- Enable Vertex groups*;
- In Mapping choose Nearest face interpolated;
- Enable and expand Face corner data;
Enable Colors*;Shift*-click to enable UVs as well;- In Mapping choose Nearest face interpolated;
- Expand UVs, choose uv_1 in Layer selection ( don't forget, otherwise uv_0 will be overwritten as well);
- Click on Generate data layers*;
- Apply the modifier;
- In Data tab expand UV maps. Double-click on UVmap, rename it to uv_0;
- If uv_1 appeared, it most likely transferred successfully;
Expand Color attributes. If you see color0, it transferred;
- Expand Vertex groups. If you see names of vertex groups, they most likely transferred successfully. However, there is one ( or two ) more thing(s) you need to do;
- If you're using Blender 2.76 - 2.79, 3.6.1, switch to Edit mode, select everything with A, Mesh - Weights - Clean with Subset set to All groups to fix the result of a bug that exists in these versions;
- Regardless of your version of Blender, in Edit mode, with everything still selected, do Mesh - Weights - Limit total.
* Data will not transfer if you will forget to do these steps!!! | |
Unrelated issues: - in uv_0 the uvs must be in the uv space, right now they are outside; - optionally but recommended, in Edit mode select everything and Edges - Un-subdivide.
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