| Transfer Weights in Blender; Tutorial | |
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| Tweet Topic Started: Dec 16 2012, 04:46 AM (18,505 Views) | |
| Deleted User | Jan 10 2013, 11:12 AM Post #41 |
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once you import (in SMD) the "bone donor" and the "bone receiver" hold shift, right click on the donor and then on the receiver (the donor will be circled in red and the receiver in yellow) then you will find in object "weight paint" in that section go to "transfer weight" (you don't paint anything just click on transfer weight and it's done) don't forget to select GROUP : ALL, METHOD : NEAREST VERTEX, REPLACE : ALL, now left click on the receiver and export it as SMD |
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| Segadordelinks | Jan 11 2013, 03:33 AM Post #42 |
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Those options appears when the bones are selected (the spheres). When you select a model that changes and you can select Weight Paint. |
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| Deleted User | Jan 29 2013, 12:24 AM Post #43 |
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Okay with more experimentation with transfer weights, I came to learn one thing that choosing nearest vertex does not work all the time, I mean it works but produce results with overlaps/clipping. Sometimes nearest face or nearest vertex in the face produce far better results or sometimes they mess up while nearest vertex results better though I don't know particular condition for each option. I was rigging sandals for juri and both nearest vertex and nearest vertex in the face resulted with overlaps on straps while nearest face produced far better results. Spoiler: click to toggle so in my opinion it's worth to try all options to find the best result though nearest face sometimes gives you more than 4 bones assignment issue. |
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| Deleted User | Jan 29 2013, 05:58 AM Post #44 |
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@ BrutalAce : indeed bro, it's a "case per case" choice
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| aaniishh | Mar 6 2013, 02:34 PM Post #45 |
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I tried to follow this method by using lili's hair on poison. Clicked on transfer weights.selected the options as sega said. used poison's default hair (.smd) as model1 and lili's hair(.smd ) as model 2. for smd2emg,i'm not sure which target emo to use. BUt the hair still remained static. ![]() Should I first append it and the n transfer weights?? Need help on this ASAP! Edited by aaniishh, Mar 6 2013, 02:58 PM.
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| aaniishh | Mar 7 2013, 06:41 AM Post #46 |
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so,i think this must be good even for entire objs?I know I have covert to emgs to append and align first and then do the transfer?
Edited by aaniishh, Mar 7 2013, 06:45 AM.
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| Deleted User | Mar 7 2013, 06:44 AM Post #47 |
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Be careful with big objects because you'll get 24 bones limit error. Also you need to append the skeleton first to obj then export as smd and then weight transfer in blender. |
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| aaniishh | Mar 7 2013, 06:51 AM Post #48 |
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i know to transfer weights,i have to append and align an emg 1st.then export the appended emg and the emg from which weight is to be transferred.and then do the transfer as sega said.So for big objects,should I align them 1st,divide the objs and convert them to emgs, append them,export each obj and the original emgs as .smd. then do transfer? in which ones should I chose nearest face and in which ones,nearest vertex? I'm now trying to solve some moving issues in the ones that I have made. Edited by aaniishh, Mar 7 2013, 07:00 AM.
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| Deleted User | Mar 7 2013, 08:26 AM Post #49 |
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Yes you should divide big objects by using materials groups tab in blender. Regarding method it's not fixed, use the one which gives you best result. Its case per case choice. |
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| aaniishh | Mar 7 2013, 01:27 PM Post #50 |
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can you please tell me how to make the vertices smoother in the .smds??they get rough after the weight transfer
Edited by aaniishh, Mar 7 2013, 01:36 PM.
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