coelamelon Posted November 1, 2022 Share Posted November 1, 2022 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. Link to comment Share on other sites More sharing options...
Aquila Kytori Posted November 1, 2022 Share Posted November 1, 2022 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 Link to comment Share on other sites More sharing options...
coelamelon Posted November 1, 2022 Author Share Posted November 1, 2022 Hi, managed to find the issues, apparently when I rigged it put a lot unsued vertex groups in the object I had to delete them until I have 110. There is surely a better way to do this, thanks. Link to comment Share on other sites More sharing options...
Quarrel Kukulcan Posted November 1, 2022 Share Posted November 1, 2022 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. 1 Link to comment Share on other sites More sharing options...
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