| Transfer Weights in Blender; Tutorial | |
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| Tweet Topic Started: Dec 16 2012, 04:46 AM (18,503 Views) | |
| Deleted User | May 1 2013, 07:07 PM Post #61 |
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Deleted User
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@Anish Tell step by step how you're rigging it ? |
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| aaniishh | May 1 2013, 07:15 PM Post #62 |
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@ace thanks. but it will take time for me to show the steps with screenshots. Edited by aaniishh, May 1 2013, 07:16 PM.
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| Deleted User | May 2 2013, 04:40 AM Post #63 |
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Deleted User
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Your welcome. Don't show screenshots, just write it step by step your way of rigging and I will understand the issue that cause these problems. |
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| aaniishh | May 2 2013, 01:27 PM Post #64 |
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1)Using Xna lara, I moved the head jaw,(x-axis to 3) 2)exported it as an obj 3) aligned logan's face to raven's face (difficult process) 4) extracted raven's face as .smd file 5) using milkshape, I just imported logan's face as an obj file, exported as .smd. 6) using blender, i imported raven and logan's faces 7) clicked on weight paint, chose all and nearest vertex.. 8) right clicked on raven's face and shift+ right clicked on logan's face and clicked on transfer weights. 9) exported logan's face as .smd file. 10) when I tried to convert the .smd to emg using smd2emg, then the "24 bones" message came 15-16 times, I kept clicking OK. 11) When I viewed the converted emg, then face was damaged v badly. 12) The same issue when I tried to use upper body from tina wrestling outfit for sakura as I showed the screenshot before. 13) I tried again with logan's face, used weight paint to subract the some green paint of upper mouth from lower mouth and added the paint of lower mouth. 14) When I tried to convert that to emg then, at starting this message came,"error.vertex found with more than 4 bones assigned to it". 15) In case of all and nearest face, this error straight away came for me in almost all smd files. 16) Also, how should I make 'merge at first','merge at last' available in blender or in what version of blender, it is available? Edited by aaniishh, May 2 2013, 01:29 PM.
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| Deleted User | May 2 2013, 02:05 PM Post #65 |
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Deleted User
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@ aaniishh : to avoid the "24 bones" message, you must make several groups on the face (at least 20 groups) assign material to each group in blender, join all the group into one and then you can do the weight transfer |
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| aaniishh | May 2 2013, 02:14 PM Post #66 |
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20 groups? what is that? Is there a tutorial for it? |
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| Deleted User | May 2 2013, 03:33 PM Post #67 |
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Deleted User
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@Anish Okay there are two problems you're facing. 1) Group has more than 24 bones assigned. Solution: Like Khaled said make as many material groups as required. Each material group should not have more than 24 bones assigned. If you don't know about material groups then read my post below. You should keep making more groups until you stop getting "group has 24 bones error". http://w11.zetaboards.com/SFxT_Mods/single/?p=8082549&t=8246573 2) Vertex has more than 4 bones assigned. Solution: Each vertex cannot be attracted by more than 4 bones at a time and when it does it cause this issue so you can use Limit Total option in weight tools panel to delete unnecessary weights. Your emg gets damaged because you are just ignoring this error, it will also corrupt your emo file and the game will crash if you try to use it. So make sure your smd convert without any errors. |
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| aaniishh | May 2 2013, 04:28 PM Post #68 |
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Now,I understood what are groups. I have seen that in many emgs, there are like in pants, there are [(pants)(belt)].So pants,belt are the groups here. I know how to split in edit mode, but I don't know, how should I divide it to groups as a single object. |
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| Deleted User | May 2 2013, 04:35 PM Post #69 |
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Deleted User
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In edit mode, after you make a new group just select the vertices/faces you want that group to have and then click on assign button to assign them to that group. If you have too many groups then you can change diffuse color to make it easy for you to see which part of object belongs to which group. |
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| aaniishh | May 2 2013, 04:51 PM Post #70 |
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ok, now i understood how to divide them to groups. my limit total was 4 bones. but now will this avoid even 4 bones issue? and diffuse color, what should i do about it? and what about merge at last and merge a first?? Edited by aaniishh, May 2 2013, 06:29 PM.
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11:03 AM Jul 11