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Aquila Kytori

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  1. You can scale the edge loop to zero along one of the axis , for example S Y 0 validate. Then in side view you will probably need to rotate it a little. Another method could be : when you add the new edge loop make this edge loop parallel with one of the existing edge loops to the right or left of it. Ctrl R to add new edge loop. LMB to validate. You will notice one of the edges connected to an one of the existing edge loops turn yellow, and the cursor change to two little arrows. pressing the E key will make the new loop parallel to one edge. if this is not the c
  2. I don't think you will ever get beautiful curves when bending the tail simply because there is not enough bones in such a long tail. Anyways I had a go at weighting the bones of your tail. First I tried to clean up the geometry a bit, and then removed some of the loop cuts you had added around mTail1 and mTail 2. I added a few loops around the ends of some of the other bones. You can download a copy of the modified tail here : https://pasteall.org/blend/f85b4a14b42b4b41b583675199b8277d When weight painting I went for the fill in the majority of the bone red an
  3. Your in too deep now to worry about warnings like that. Just do it and see what happens. My guess is it will be Ok. Just select the area you want to add the loop cut and convert the triangles to quads : Add the loop cut. If it is incomplete use the the method from yesterday : Steps 4 and 5 in the screenshots below.
  4. I just tried setting automatic weights to the tongue. 1: In Edit mode, Face select mode....... Select the part of the mesh you want to re-do the automatic weights. 1b: If the weights assigned to the vertices are really messed up probably best to use the Remove from All Groups option for this selected part of the mesh. 2: Invert the selection with Ctrl + I 3: H key to hide selection. 4: Object mode.......... Select the bones then Shift select the mesh. Next switch to Weight paint mode. 2: Select only the bone(s) you want to use to re-asign automatically
  5. What ! ! ! I misread, I had thought the dragon done. From the tip of its tail to mFaceTongueTip. So really it is only the tongue ? lol Unless it was you that created the dragon model I think it would be best if you didn't share it in a public forum. My guess would be you now need to go through each vertex group in weight paint mode and if you see some obvious errors like areas of the model weighted to the wrong vertex group then using the Mix brush set to a Weight of 0.000 with a strength of say 0.30 or so, AND the Auto Normalize option checked, carefull
  6. OMG ! Its done 🙂 Congratulations, not an easy project for someone who has never attempted it before. I think we both learnt together on this one. 😀
  7. How can you paint with a Subtract brush with a weight of 0.00 ! ! ! That means you are subtracting nothing ! Instead of switching all the time between the Add and Subtract brushes set your brush to Mix and leave it at Mix and paint with the Weight at 1.000 or 0.000 and nothing in between. When using the Mix brush with a weight of 1.000 means you are adding weight, ( equivalent to the Strength value.) Mix brush Adding weight : When using the Mix brush with a weight of 0.000 means you are subtracting weight, (equivalent to the Strength value.)
  8. You may find that you need to weight the vertices at the very back of the tongue a little to the same vertex groups as the back of the mouth.
  9. See my previous post about the vertices of the tongue tip belonging to vertex groups they should not belong to. For example vertices of the tip of the tongue assigned heavily to mFaceLipUpperRight !!!! and no I don't think you need more loops. Download the "tongueblend modified.blend" file I linked to and check out how it moves with the tongue bones and jaw bones...... then check out the weights of individual vertices .............all weighted to either mFaceTongueBase or mFaceTonguetip or a little of both BUT not weighted to any other vertex groups !
  10. @VirtualKitten I just checked the weights of the tongue in the tongueblend.blend file and they are not good ! ! ! For example In the screenshots below I have seleted a vertice that should be 100% weighted to the mFaceTongueTip but it is also weighted heavily to two other vertex groups : When Normalized so that all the vertex groups for that vertice adds up to 1.00 we get : It should be like this : Almost all of the vertices of the tongue are weighted one way or another incorrectly. I guess the vertex group named "Group" is one yo
  11. To add a loop cut all the way around the tongue: 1: First select all the vertices of the tongue. 2: and convert the triangles to quads using the keyboard short cut Alt J 3: Hover the mouse over one of the edges of the area you want to add the loop and use the keyboard short cut Ctrl R : If you now look on the underside of the tongue you will find that the loop is not complete. To fix this....... 4: Select the two vertices at each end of the incomplete loop. 5: Use the J key to connect the two vertices and the loops will be complete.
  12. That is a very similar result we get with 2.80+ when using the UV Mapping > Sphere Projection. The mapping I was referring to (in my first image) is the default UV's created when adding a new UV Sphere to the scene. Equivalent to the UV mapping on a SL prim sphere. Remove Doubles has been replaced ...... 😲 ............. Remove Doubles is now Merge by Distance ! Mesh > Merge > By Distance and then you can set the merge distance in the pop-up. I tried Unwrapping a few more times and now for some reason the poles are looking better after using the
  13. From the SL Wiki - Texture Usage " Reducing the number of textures you are using on your land is also a great way to reduce the load time. If you have 3 or 4 main 512 x 512 textures on your land for the main build, and then use smaller sized textures for the detail on smaller objects, this would also make the texture load extremely efficient. You should rarely ever use 1024 x 1024 sized textures. Try to avoid using this size as much as possible. " How times have changed ! 🙂
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