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decurcele

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Posts posted by decurcele

  1. 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.

    10.jpg.07495bf2d52e1ad07b1ad4ddbc1cfcd3.jpg

    i really need some suggestions and tips for the workflows that i need to follow in order to avoid messing with the limit and making a decent weight paint. 

  2. 19 hours ago, Kyrah Abattoir said:

    If you use other items that have custom join offset i believe the last worn item "wins"

    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.

  3. 9 minutes ago, OptimoMaximo said:

    Then it's most likely the shape issue, at least for the dislocation of the forearm. I'm pretty positive that you've been using the Default female, rather than the Neutral (check in the shape presets). When doing joint positioning, you should start from the Neutral shape.

    I got this options instead, should i see the "Neutral" preset in here?

    2.jpg.33b73cb3f1be211ae749e4017abe804f.jpg

  4. software usedBlender 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),

    pic1.thumb.jpg.db6f787adeca9ca88d59a1f71def52bd.jpgpic2.thumb.jpg.ed12b56a4e9b676e85a6b9c47a28c738.jpg

    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.

    pic4.thumb.jpg.4474a47e2168679115d6aab89489a7c5.jpg

    Also the fingers are all pointing in the wrong direction whenever i wear something or not.

    pic6.thumb.jpg.0f35e1d97ca39c5beda436e458b2d76f.jpg

    I'm not sure what i'm doing wrong, this is the first time i'm using different joint offsets.

    link for the blend file, NOTE this is the dumbed down version of the mesh : https://drive.google.com/file/d/1q2YfVvDktjmRMC_X7997eUpFQoJr5Kd_/view?usp=sharing

    Any help is appreciated

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