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Old 02-08-10, 12:01   #701
$AtlantiB$
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Quote:
Originally Posted by Matty-Croft View Post
Hey mates... I have a problem that I've never noticed before...

[IMG]http://i30.************/2czyknd.jpg[/IMG]

As you can see, the lips, which are a separate mesh, are not aligned with the face, when I move the head jaw bone... But it rigged everything correctly... (I think )

What do I have to do to correct this?
join the models, welt the wrong vertices's and separate it again...
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Old 02-08-10, 13:00   #702
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clicking ctrl+J on edit mode, removing doubles across the lips and clicking ctrl+P and selecting "material" will work too
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Old 02-08-10, 14:20   #703
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weiß hier jemand wie man eine .blender datei in eine obj datei exportiert ,weil ich habe es versucht aber es klappte nicht,als ich nämlich die obj datei in blender importierte war dort nchts zu sehen.....was soll ich tun damit es klappt???


ENGLISH:
anyone here how know to export a .blender file into an obj file, because I tried it but it didnt worked when I import the obj file in blender ,there was nothing to see ..... what should I do so that it work??
(sry my english is not that good)
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Old 02-08-10, 14:36   #704
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Originally Posted by [Xmas] View Post
I had a similar issue with Winston's fingers
I think the solution is a same:
thanks, but where is the Remove Doubles button and where can I set the Rem double limit?!?
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Old 02-08-10, 14:47   #705
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go to edit mode, select the seam of the lips and the lip hole on the face, click W and select "remove doubles".
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Old 02-08-10, 15:45   #706
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Quote:
Originally Posted by Matty-Croft View Post
thanks, but where is the Remove Doubles button and where can I set the Rem double limit?!?


+ I forgot to mention something:
- After you'll join mouth and face, select the new mesh (mouth joined with face) and press "Tab".
- Then select the entire mesh (press "A") and you can set the limit and remove doubles
- Then detach mouth and face.
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Old 02-08-10, 17:36   #707
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Thanks a lot everyone!!!
Solved!!

Result:

(Fully posable Jill requested by BlueJ97)

[IMG]http://i27.************/2agvtqf.jpg[/IMG]
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Old 02-08-10, 19:33   #708
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Quote:
Originally Posted by Matty-Croft View Post
Thanks a lot everyone!!!
Solved!!
Result:
(Fully posable Jill requested by BlueJ97)
[IMG]http://i27.************/2agvtqf_tn.jpg[/IMG]
Matty, this is Amazing

Thanks at [Xmas], $AtlantiB$ and Sharon_14 Only in german translation:

Der Trick ist:
Die Vertices bestehen aus 3D Koordinaten und den Knochen Gewichten. Durch das Verschmelzen (Strg J) von benachbarten Vertices, und dem Löschen der doppelten 3D Gitter Punkten (RemDouble - Limit 0.0), hat der neue Punkt den Mittelwerter der beiden Gewichtungen.
Beim Teilen (Select->Similar->Material) in die ursprüngliche Mesh-Parts (Notwendig wegen den Texturen) entstehen 2 Punkte mit exact gleichen Werten.
Beim Posen läuft nun nichts mehr auseinander.
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Old 03-08-10, 10:45   #709
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Originally Posted by XNAaraL View Post
Matty, this is Amazing
Thanks a lot!!!!!
And thanks for your rigging tips too!!
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Old 04-08-10, 00:50   #710
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You are welcome Matty
__________________________________________________

Can anyone help me with this?
I tried to export my fully rigged TRA Natla (she is using Natla's skeleton = armature BTW) as "Generic_Item" today,
and I've got "Python script error: check console" error:

[IMG]http://i33.************/2l8vgci.jpg[/IMG]

This is Blender's second window:

[IMG]http://i35.************/16bzmmx.jpg[/IMG]

Anyone know what's going on?

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