02-04-11, 14:35 | #1941 |
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Joined: Oct 2010
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Yeah, I copied over Jill's bone weights when I put Annette's head on the battle suit body. I did the same with a Steve head that I transfered to a Leon body. Maybe I should not copy the bone weights?
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02-04-11, 14:45 | #1942 | |
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Quote:
what happens when you move it ? |
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02-04-11, 16:01 | #1943 |
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02-04-11, 16:06 | #1944 |
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oh
well what happens when you move it ( at it's current state ) ? |
02-04-11, 16:33 | #1945 |
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Joined: Oct 2010
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I opened it up in xnalara and moved two of the bones.
The first is the pevlis, which moved the entire upper body. As you can see, The hair and the inside of the head are stuck in place...I think. [IMG]http://i53.************/2myqgs0.png[/IMG] The second picture there is just the lower neck being moved. Only the hair stuck this time, the insides of the head seemed to move with the rest. I can fix this in the vertex groups or w/e they are called. But the head still warps and twists when I move it, like its made of rubber or something. I'm really not sure if I should do the vertex thing cause I don't want to make anything worse lol |
02-04-11, 20:30 | #1946 | |
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Quote:
You did already the half job with painting the weights on them again. but uhm blender kinda automatically places a weight for root hips/ ground/paste name of root bone here on a vertex group-free part. (it's hard to explain xD) You have to delte the vertey groups of any root bone from those two meshes. |
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04-04-11, 09:00 | #1947 |
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Joined: Jun 2009
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RealHero, Crofty is right: you have more than the desired bone(s) controlling your head mesh; usually, as she wrote, a bone some distance, so to speak, from the warping part, such as the root ground, or foot bone, etc., is the problem.
Select the mesh part and switch to 'Edit' mode. Press the 'N' key and a little window will open in the top left hand corner of the screen (Blender 2.49). Now select a vertex, and the window will fill with information about it, including a small rectangular box in the bottom right corner of the window; click on the small up/down triangles at the right end of that box and another smaller window will open listing all of the bones that have weights on that vertex. If the one vertex you chose seems to have only the bone(s) you want, click on a few others, one at a time, to see what they have. (There's a keyboard shortcut for seeing all the bone names for a mesh part that I occasionally hit accidentally, but I can't remember what keys I've pressed to get it!) Once you know what bone weights you want to remove from the mesh part, you can do so through weight painting (everything blue for a certain bone) or through the 'Vertex Groups' panel in the lower left hand corner of the screen (see my earlier post in this thread). Pardon my lack of Deutsch. |
06-04-11, 16:05 | #1948 |
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[IMG]http://i54.************/2yowygl.png[/IMG]
How to fix ? |
06-04-11, 17:02 | #1949 |
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Joined: Oct 2009
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Cut the mesh.
Seperate the hands and feet and delete the un-nesessary vertex groups from them. Do the same with the body (delete the vertex groups of the hands or feet, after you seperate them). Be sure every mesh part has less than 59 bones. |
06-04-11, 17:31 | #1950 | |
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Quote:
But ! I have head xd [IMG]http://i52.************/2b5s13.jpg[/IMG] |
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