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Post by aboringppl on May 30, 2024 2:10:46 GMT -5
When sim talking,it will be stretched
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Post by aboringppl on May 30, 2024 2:12:14 GMT -5
hmmmm.how can i sending png here?
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Post by mauvemorn on May 30, 2024 2:13:55 GMT -5
Upload it on imgur and paste a link here. It would be best to share the blend file instead, though. You can upload it on mediafire.com
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Post by aboringppl on May 30, 2024 2:22:18 GMT -5
normal:https://www.mediafire.com/view/lvhzx97sw61v0va/1.png/filetalking:https://www.mediafire.com/view/6gcy5rvrxm53ecx/2.png/filetried to edit:https://www.mediafire.com/view/uigo2e53hpit4af/3.png/file www.mediafire.com/view/tiy5i101skz87r7/4.png/file file:https://www.mediafire.com/file/n7ntg6l49xu3rfz/mask.package/file
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Post by aboringppl on May 30, 2024 2:25:15 GMT -5
Upload it on imgur and paste a link here. It would be best to share the blend file instead, though. You can upload it on mediafire.com thx!i have already post them.
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Post by mauvemorn on May 30, 2024 4:09:48 GMT -5
The teeth received weights from the lower mouth area, which is why they move with the jaw instead of staying in place. You could remove unwanted bones from teeth manually, but there are a lot of them there, so best to just transfer weights. - select the mesh, switch to Edit mode, select everything with A, Mesh - Merge - By distance. Do not use Edge split on cas items; - re-transfer weights from the head with better settings. Expand the rig, make "head" selectable. Select the mask, add Data transfer, choose head as Source object. Enable Vertex data and Vertex groups, choose Nearest face interpolated as well. Click on Generate data layers and Apply this modifier; - in UV editor enable sync, choose Face select, select everything, choose Diffusemap in the drop down; - press C, select teeth and gums as shown below, press Esc to exit this tool. In 3d view press P - Selection to separate; - choose the separated mesh and select the teeth, separate. Rename these meshgroups to teeth and gums; - select teeth, transfer weights from the gums the same way you did before, then Clean ( if needed ) and Limit total ( always ); - select all parts of the mask and join with Ctrl J. Then merge by distance again
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Post by aboringppl on May 30, 2024 6:17:18 GMT -5
The teeth received weights from the lower mouth area, which is why they move with the jaw instead of staying in place. You could remove unwanted bones from teeth manually, but there are a lot of them there, so best to just transfer weights. - select the mesh, switch to Edit mode, select everything with A, Mesh - Merge - By distance. Do not use Edge split on cas items; - re-transfer weights from the head with better settings. Expand the rig, make "head" selectable. Select the mask, add Data transfer, choose head as Source object. Enable Vertex data and Vertex groups, choose Nearest face interpolated as well. Click on Generate data layers and Apply this modifier; - in UV editor enable sync, choose Face select, select everything, choose Diffusemap in the drop down; - press C, select teeth and gums as shown below, press Esc to exit this tool. In 3d view press P - Selection to separate; - choose the separated mesh and select the teeth, separate. Rename these meshgroups to teeth and gums; - select teeth, transfer weights from the gums the same way you did before, then Clean ( if needed ) and Limit total ( always ); - select all parts of the mask and join with Ctrl J. Then merge by distance again thx a lot,ill try it :D
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Post by aboringppl on May 30, 2024 7:57:19 GMT -5
The teeth received weights from the lower mouth area, which is why they move with the jaw instead of staying in place. You could remove unwanted bones from teeth manually, but there are a lot of them there, so best to just transfer weights. - select the mesh, switch to Edit mode, select everything with A, Mesh - Merge - By distance. Do not use Edge split on cas items; - re-transfer weights from the head with better settings. Expand the rig, make "head" selectable. Select the mask, add Data transfer, choose head as Source object. Enable Vertex data and Vertex groups, choose Nearest face interpolated as well. Click on Generate data layers and Apply this modifier; - in UV editor enable sync, choose Face select, select everything, choose Diffusemap in the drop down; - press C, select teeth and gums as shown below, press Esc to exit this tool. In 3d view press P - Selection to separate; - choose the separated mesh and select the teeth, separate. Rename these meshgroups to teeth and gums; - select teeth, transfer weights from the gums the same way you did before, then Clean ( if needed ) and Limit total ( always ); - select all parts of the mask and join with Ctrl J. Then merge by distance again i tried,but it looks more weird :(,,did i do anything wrong? i followed every step u taught,but i don't know what's “then Clean ( if needed ) and Limit total ( always )” :((( png:https://www.mediafire.com/view/8q0xzok9qv6prxp/5.png/file package:https://www.mediafire.com/file/n7ntg6l49xu3rfz/mask.package/file Blender:https://www.mediafire.com/file/ufc61f4ijepauo4/mask3.blend/file
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Post by mauvemorn on May 30, 2024 15:14:12 GMT -5
What version of blender do you use?
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Post by aboringppl on May 30, 2024 16:03:59 GMT -5
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Post by aboringppl on May 30, 2024 16:26:01 GMT -5
I tried what u taught again,but i didn't re-transfer weights from the head,but it was still stretched :'(
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Post by aboringppl on May 30, 2024 23:58:45 GMT -5
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