
decurcele
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Weight paint and 4 weight groups limit per vertex
decurcele replied to decurcele's topic in Animation Forum
Thanks, i'll dive right in to it. -
So i stumbled upon this limit on sl which pretty much makes any decent weight paint of a face a nightmare, i have this mouth that i have to weight paint but the bones are really close to each other, this makes the whole process overly complicated and frustrating, most of the time i find myself surpassing that limit in order to achieve a somehow working mouth but then again ...sl wont accept more then 4 weight group per vertex, also using the "Limit total" function doesn't help a lot. i really need some suggestions and tips for the workflows that i need to follow in or
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Ok so i think i figured it out, i have updated Avastar to 2.5-8 and checked "use bind pose" and "export with joints" This fixed the fingers, as for the dislocation it seem to be a sl issue so the "underform avatar" option fixes that when you change avatars that use custom joint offsets.
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It doesn't matter if it is first or last, the dislocation on the mesh arm persist even if i remove the item that caused that(i have to click "underform avatar" with everything removed to fix the dislocation) , then again whats going on with the fingers? i checked bone roll and it's all on zero, i must doing something wrong for sure but i don't know what.
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Ah yes i was using that already then
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I got this options instead, should i see the "Neutral" preset in here?
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But they are saved for me
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software used: Blender 2.79b, Avastar 2.5.1 and firestorm viewer. Hello, i'm having an issue with a mesh limb for a custom avatar i made that uses custom joint offset (pic1, pic2), i upload it with "include skin weight" and "include joint position" . the arm it self works until i wear some mesh that is rigged with a different joint offset, this will dislocate completely the limb and i have to relog to fix it. Also the fingers are all pointing in the wrong direction whenever i wear something or not. I'm not sure what i'm doing wrong, this is the first