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Post by horresco on Dec 13, 2019 7:49:25 GMT -5
Hello there! I tried asking in the request area first but now i wanna give it a shot myself. I want to turn the outfit on the left into the outfit on the right: I have no problems with changing the texture map and all that stuff, but i never mirrored and modified a mesh like this before. I tried to just remove the robot arm and then apply a mirror modifier (in blender) which looked pretty great but when opening it in CAS it was an eldrich horror because i think that just completly screwed up the bones or weights or whatever, i genuinly don't know what i'm doing. Can someone help me out? This feels like it wouldn't be that hard to do but i seem to really be doing something extremely wrong.
Thank you!
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Post by minimonster on Dec 13, 2019 18:31:35 GMT -5
Hi horresco. I have done nearly the EXACT opposite of what you are wanting to do, myself. I wanted the arm (right) to be 'cyber' arms for both arms, attached to a regular chest mesh however without the outfit. I was successful overall, except until the most recent patch, there was a HUGE amount of some sort of 'Z-fighting' (for lack of a better term) where the texture on the one hand would flicker non-stop (I didn't mirror the textures properly - just left the one where it was)... I am about to recommend something that may very likely make several experienced CAS modders scream inside their heads, however it very much works for me as a 'technique'. With what you want to mirror highlighted in Blender (all of what you want - be very sure that you have all of it highlighted), hit 'P' which will make it into a new selection (cut, per se). Mirror it as you should, and then in the vertex section/listing, I simply change all instances of b_whateverbone_ R (in my case) to b_whateverbone_ L. I usually will check the weights just to see if they work (by looking at the weight paint color assignment), and then when I am ready simply merge the newly created 'cut' into the original from which I separated it. Works like a charm for me. I am very open to hearing about any 'proper' techniques, but this works 100% for me. I believe that you will understand what I am saying, as you seem to be comfortable with the mirroring & elimination of unwanted parts. Cheers.
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Post by Feyona on Dec 14, 2019 2:11:46 GMT -5
When you mirror weighted mesh you need to keep in mind that bone names don't mirror, they stay the same which means that mirrored to the right mesh will be weighted to the left bones which will create a horrible mess. What I do is when I mirror the part, I make it a separate object by pressing P ->Selection. Then I click to that part and in edit mode delete all vertex group names that belong to another part. For example I clone left side of the mesh, which means that it will be weighted to the bones that start with L, and won't have any weight assignment with R bones. I go and delete all R bones, then I start renaming L bones by changing upper case L to upper case R. When you change all L bones to R your mirrored to the right part will be weight to all bones on the right side. Then you need to combine both of these parts back, remove doubles in the middle and on the back, and you have correctly weighted mesh.
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Post by mauvemorn on Dec 14, 2019 2:19:05 GMT -5
Hi. Also, do not forget to flip normals on the mirrored part (Switch to Edit mode (TAB), select everything with A, Mesh - Normals - Flip normals) and edit a uv_1 map
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Post by horresco on Dec 14, 2019 11:24:01 GMT -5
Thank you so much for the replies!! Im not at home right now but i will follow your instructions later and ask if i screw up again :D
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