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Post by coldsteelj on Feb 4, 2015 4:33:53 GMT -5
Hello everyone again. A few minuts ago when I exported my fullbody mesh for female with increased polygon count I found that many vertices in subdivide areas do not move correctly with animations. Here is my screenshots : Weight paint was not changed on body mesh in blender. If someone know how can I fix it then tell me please.
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Post by orangemittens on Feb 4, 2015 16:12:31 GMT -5
I can take a look at it for you if you post it.
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Post by coldsteelj on Feb 5, 2015 5:38:02 GMT -5
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Post by orangemittens on Feb 5, 2015 9:38:05 GMT -5
I mean the .package. It's hard to see exactly what's going on in the game from a static picture.
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Post by coldsteelj on Feb 5, 2015 12:15:16 GMT -5
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Post by orangemittens on Feb 6, 2015 18:13:29 GMT -5
I don't want you to feel your project has been forgotten. I've looked at it and it's going to require a little more looking in order to figure out exactly what's going wrong here.
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Post by coldsteelj on Feb 7, 2015 2:07:37 GMT -5
No problem I'm not in a hurry and I am glad someone trying to help)))
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Post by untraditionalnerd on Feb 7, 2015 10:32:06 GMT -5
I've been working on a jacket with a similar problem. For what I know it could be a vertex weight problem. The vertexes in that area are all reacting in the same way. One way to fix it could be to remove few rows and keep only 1 stretching it to fill the area that's empty and merge the vertexes.
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Post by coldsteelj on Feb 7, 2015 16:50:40 GMT -5
I've been working on a jacket with a similar problem. For what I know it could be a vertex weight problem. The vertexes in that area are all reacting in the same way. One way to fix it could be to remove few rows and keep only 1 stretching it to fill the area that's empty and merge the vertexes. But when I am looking in blender on weight paint before and after subdivision process I can't see any changes. It looks like weight pain still the same. Maybe I just need to export new mesh after package creation. I will try it.
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Post by SimtoWreck on Feb 7, 2015 17:59:07 GMT -5
Well have you tried cleaning up and reassgning bones in the areas you subdivided? It could be possible that some stuff might have gotten thrown off due to new polygons and such being added through subdivision.
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Post by orangemittens on Feb 7, 2015 20:31:18 GMT -5
coldsteelj, I've tried to re-create this mesh in a number of ways. The way that was most successful in duplicating the look that you're going for here did not involve increasing the poly count as much as it involved using Blender's sculpt mode to increase the size of the features you're trying to enlarge. When I did it that way I got the D-cup appearance on the mesh and it worked fine with the sliders. Perhaps give that method a try and see what you think.
This tutorial here by Senpai Simmer shows how to add volume to a mesh using Blender's sculpt mode:
SenpaiSimmer's tutorial
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Post by coldsteelj on Feb 8, 2015 3:47:07 GMT -5
Well have you tried cleaning up and reassgning bones in the areas you subdivided? It could be possible that some stuff might have gotten thrown off due to new polygons and such being added through subdivision. Yes, I found this problem when I export my model again from package. For some reason weight paint was changed on many vertices and now I am trying to fix it with mix tool. Since in blender weight paint was fine I think that when you use Studio to import new body mesh it somehow can't understand correctly all information about weight paint on new vertices.
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Post by coldsteelj on Feb 8, 2015 3:56:47 GMT -5
coldsteelj, I've tried to re-create this mesh in a number of ways. The way that was most successful in duplicating the look that you're going for here did not involve increasing the poly count as much as it involved using Blender's sculpt mode to increase the size of the features you're trying to enlarge. When I did it that way I got the D-cup appearance on the mesh and it worked fine with the sliders. Perhaps give that method a try and see what you think.
This tutorial here by Senpai Simmer shows how to add volume to a mesh using Blender's sculpt mode:
SenpaiSimmer's tutorial Unfortunatelly it can't help me to fix my problem. Sculpt mode help me to move vertices in correct position, but not to increase their count for better detailing. Those body mesh which I posted here is just a test version to find a way on how to fix "subdivide" function, because it would be a waste of time to spend 3 hours on the creation of the mesh which later will not work properly. Anyway thank you for your time and help. I will try to rework weight paint on exported body from studio and post my results here.
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Post by orangemittens on Feb 8, 2015 13:37:48 GMT -5
coldsteelj, which version of Studio changed your weight paint?
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Post by coldsteelj on Feb 8, 2015 14:32:29 GMT -5
coldsteelj, which version of Studio changed your weight paint? I am using 2.2.0.6 at this moment.
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