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"Too many skinned joints"


coelamelon
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So I tried to make clothes for a body and I transfered weights to it, inside blender everything moves the way it should move but when I upload it to SL it gives me a "Too many skinned joints" problem. Been trying to find a solution but no luck.

 

My console log shows this: LOD3 Skinning disabled due to too many joints: 161, maximum: 110
LOD3 Model Top loaded
Generating lod 0 using meshoptimizer
Generating lod 0 using meshoptimizerModel Top lod 0 resulting ratio 40.9462 sloppily simplified using per model method.
Generating lod 1 using meshoptimizer
Generating lod 1 using meshoptimizerBad MeshOptimisation result for Model Top lod 1 resulting ratio 6.55422 simplified using per model method.
Generating lod 2 using meshoptimizer
Generating lod 2 using meshoptimizerBad MeshOptimisation result for Model Top lod 2 resulting ratio 2.99843 simplified using per model method.
Generating lod 3 using meshoptimizer
Generating lod 3 using meshoptimizerBad MeshOptimisation result for Model Top lod 3 resulting ratio 1 simplified using per model method.

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2 hours ago, coelamelon said:

Too many skinned joints" problem. Been trying to find a solution but no luck.

 

My console log shows this: LOD3 Skinning disabled due to too many joints: 161, maximum: 110
LOD3 Model Top loaded

 

Just a guess until someone who knows more about these things comes along ..................

Have you tried  Limit Total Vertex Groups or Clean Vertex Group Weights  ?

link to Blender manual   https://docs.blender.org/manual/en/latest/scene_layout/object/editing/cleanup.html

 and save your work before trying these  :)

 

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Rigged mesh is limited to 4 weights per vertex and 110 total different bones used. That means you can't have a weighting for every basic, Bento and Fitted Mesh bone in a single object because there are over 150 bones available when you put them all together.

Cleaning 0 weights, limiting vertex weights to 4 bones and normalizing weights are all things Blender can do for you (and the first and last are good practice in general). Having non-0 weighting on more than 110 bones is something you just have to watch for. I don't think there's an easy automated way in Blender to avoid it.

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