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Post by PixelHeaux on Apr 3, 2017 11:00:51 GMT -5
Okay. I'm following this tutorial right here. I got to the bones and weights part but for some reason my mesh isn't appearing blue or red and I can't figure out if I've done something wrong or not. Also, in the beginning, while appending the new mesh it automatically clicked to the earring. How come mines stays on the ground? Do I have to manually move it the earring myself or was I suppose to uv map it before moving on to making it apart of the earring?
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Post by inabadromance on Apr 3, 2017 14:09:25 GMT -5
hi! Have you assign the bones? Why are you using an "upperarm" bone..?
I don't understand the "item on the floor" issue.. you're supposed to manually move it and position it where you want it to be, then apply the weight.
If you need more help, please share the .package and .blend files.
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Post by PixelHeaux on Apr 3, 2017 17:51:46 GMT -5
I'm suppose to be assigning the weight to the mesh on the ground? I think my error was trying to assign the weight to the earrings omg. I was just clicking both bones to see which would turn color and neither would but I think its because they were already assigned lol. Okay, I'm going back in to try again!
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Post by Feyona on Apr 3, 2017 17:52:58 GMT -5
PixelHeaux you can uv map it at any moment before merging with another object, and then when you merge 2 objects together just move "princess" uv map in place that EA dedicated for earrings. As I understand you have hoops, and you created a word "princess" that you want to merge with hoops. When you append the mesh it will appear in the same place and position where it was saved when you created it. It doesn't rotate and snap automatically to another object. So you need to scale/move/rotate or all together your custom mesh.
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Post by PixelHeaux on Apr 3, 2017 18:32:38 GMT -5
PixelHeaux you can uv map it at any moment before merging with another object, and then when you merge 2 objects together just move "princess" uv map in place that EA dedicated for earrings. As I understand you have hoops, and you created a word "princess" that you want to merge with hoops. When you append the mesh it will appear in the same place and position where it was saved when you created it. It doesn't rotate and snap automatically to another object. So you need to scale/move/rotate or all together your custom mesh. I'm stuck on the weights part. Do you know why when I select to start transfer weight my mesh won't turn blue or red to indicate what needs to be changed? I moved the Princessa mesh to my desired location on the hoop and now I'm trying to do weights. Was there something I was suppose to do before this step?
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Post by Feyona on Apr 3, 2017 18:42:09 GMT -5
If your hoops part already weighted it has to turn red when you press on b_Head_ bone, and blue when you click on b_R_Upperarm_. You can see the color when you zoom closer.
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Post by PixelHeaux on Apr 5, 2017 5:58:42 GMT -5
Okay, I'm ALMOST done! I just need help with the UV mapping part. When I select the original mesh it'll show in the uv mapping area but when I select the new mesh made it will not appear in the uv mapping area. Feyona Could you direct me to a proper tutorial for uv mapping or explain? I'm think Im overlooking the tutorial section for I can't find anything on this.
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Post by inabadromance on Apr 5, 2017 14:15:16 GMT -5
Have you already mapped your mesh or do you need help moving the uv around? Here's a full tutorial on how to create accessories from scratch, going through the creation to mapping. If you only need help with the location of the UV, skip to this step "Part IV - Creating the Second UV Map & Sizing/Positioning the Mesh".
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Post by PixelHeaux on Apr 7, 2017 5:44:31 GMT -5
Oh I see! I haven't mapped the new mesh at all just yet. The earrings were already mapped, well the hoops were. I just need to find a way to get my "Princessa" part mapped along the rest. Going to check out the tutorial now.
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Post by Feyona on Apr 7, 2017 6:33:17 GMT -5
PixelHeaux don't forget to rename uv map of "princess" part from UVmap to uv_0 before merging with hoops. It's important. If you don't rename it you'll end up with the mesh with 3 uv maps where princess will be mapped on UVmap, hoops will be on uv_0, and there will be uv_1 that used to make objects work with sliders.
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