Source Filmmaker

Source Filmmaker

I'M HAVING AN ISSUE WITH BLENDERS WEIGHT PAINT MODE
I AM NOT TYPING LIKE THIS TO YELL I HAVE EYE ISSUES AND NEED TO TYPE LIKE THIS TO SEE BETTER...ANYWAYS...AS SAID ABOVE...I AM HAVING ISSUES WITH MY WEIGHT PAINTING.....I KNOW THIS IS NOT THE BLENDER FORMS...BUT I FILL LIKE I GET MORE HELP HERE (NO OFFENSE TO ANYONE, JUST SAYING.) ANYWAYS.....WHEN I WEIGHT PAINT A FINGER OR TWO ITS FINE SOMETIMES LIKE SAY WHEN I PAINT THE MIDDLE FINGER F MY CHARACTER OR RIGHT OR WHAT EVER IT IS I GO BACK TO POSE MODE AFTER I'M DONE AND SAY IF I POSE THE "LOWER ARM" OR "UPPER ARM" ONE OF THE HAND VERTICES OR ARM ONES WON'T MOVE AND IF I FIX IT ILL END UP HAVING TO FIX THE HAND ONE AND BASICALLY REDO IT ALL OVER AGAIN. CAN SOMEONE PLEASE TELL ME HOW TO STOP THE WEIGHT PAINTS FROM INTERFERING WITH TO HER WEIGHTS? AND I CHECK IN WEIGHT PAINT MODE AND SAY IF I SELECT THE FIRST MIDDLE FINGER BONE THE RIGHT VERTEX GROUP IS SELECTED CAN SOMEONE TELL ME WHY THE OTHER GROUPS ARE BEING EFFECTED WHEN I WEIGHT PAINT SOMETHING LIKE THAT? OR IS THIS NORMAL? PLEASE HELP THIS IS REALLY ANNOYING! ALSO I WANNA KNOW HOW TO MIRROR WEIGHTS AND VERTEX GROUPS OVER TO ANOTHER SIDE LIKE SAY THE FINGERS (WHEN I GET THEM FIXED) SO I WON'T HAVE TO DO MUTABLE TASKS. AGAIN PLEASE HELP. THANKS FOR READING HAVE A WONDERFUL DAY/NIGHT. ^_^ ALSO, PLEASE FORGIVE MY GRAMMAR/SPELLING IF THERE ARE ANY MISTAKES THANK YOU. AND P.S I AM SORRY TO KEEP BUGGING U GUYS WITH MY MODELING ISSUES. BUT IDK WHAT ELSE TO DO.
Last edited by GORYGIRL1996; Sep 5, 2017 @ 6:58pm
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Showing 1-15 of 29 comments
Kumquat [Velbud] Sep 5, 2017 @ 7:33pm 
This is one of those situations I recommend recording what youre doing on ShareX and then posting it here. From what I can tell, if you are editting weights, make sure you are aware of the weight levels or the strength of the paint.
https://wiki.blender.org/uploads/b/b6/26-Manual-Modeling-Meshes-vertex-group-panel-one.png
The four values I recommend for you to ALWAYS use when dealing with Source models are 25%, 50%, 75%, and 100%. In short, every time you make an edit, look at how the weights are actually painted, and then using VERTEX GROUPS, edit each vertice at a time to adjust their weight strength.

Also, make sure you are painting, assigning, erasing, then selecting a second vertex assignment. Otherwise, you will be left with these sorts of weird mistakes. Believe me, most beginners in Blender make this mistake, and I am one of them. Mark them somehow to keep track.

The process is long and tedious, but it is always good to experiment. In addition, add a small animation in Blender to see how the deformations are looking when in motion.

Also, sorry for not answering your question using all caps the way you did (too lazy to write like that, and caps hurt my eyes).

GORYGIRL1996 Sep 5, 2017 @ 8:15pm 
Originally posted by Velikhi Maikeru Phys Exp:
This is one of those situations I recommend recording what youre doing on ShareX and then posting it here. From what I can tell, if you are editting weights, make sure you are aware of the weight levels or the strength of the paint.
https://wiki.blender.org/uploads/b/b6/26-Manual-Modeling-Meshes-vertex-group-panel-one.png
The four values I recommend for you to ALWAYS use when dealing with Source models are 25%, 50%, 75%, and 100%. In short, every time you make an edit, look at how the weights are actually painted, and then using VERTEX GROUPS, edit each vertice at a time to adjust their weight strength.

Also, make sure you are painting, assigning, erasing, then selecting a second vertex assignment. Otherwise, you will be left with these sorts of weird mistakes. Believe me, most beginners in Blender make this mistake, and I am one of them. Mark them somehow to keep track.

The process is long and tedious, but it is always good to experiment. In addition, add a small animation in Blender to see how the deformations are looking when in motion.

Also, sorry for not answering your question using all caps the way you did (too lazy to write like that, and caps hurt my eyes).
THANKS, I TRY TO PAY ATTENTION TO IT I EVEN BRING IN AN ACTUAL VALVE MODEL FOR REFERENCING. AND IT'S OK, BUT I WILL TRY TO BE MORE CAREFUL WITH IT. I JUST ASSUMED IT WOULD ALL HAVE TO BE RED FOR IT TO MOVE RIGHT. BUT I WILL LOOK INTO FIXING THE ISSUES AND HANKS FOR THE LINK ILL LOOK AT TI. ^_^ SO ABOUTT HE VERTEX GROUPS UR TELLING ME TO MAKE "SECOND" GROUPS LIKE THE ORIGINALS FOR IT TO WORK? AND ILL TAKE SCREENSHOS OF MY ISSUES IF I MUST, I CANNOT RECORD I DONT HAVE A SCREEN CAPTURE DEVICE
Last edited by GORYGIRL1996; Sep 5, 2017 @ 8:17pm
Kumquat [Velbud] Sep 5, 2017 @ 10:20pm 
The only screen capture you need is a computer and ShareX. It's free on Steam.

One vertex group will have not only red assignments, but also yellow and green ones, even light blues. These are meant to signify strengths. That is why I recommend using the Vertex Group Weight slider when assigning the weights to the model. You don't need to create anything new, just put in some work the cleaner method. Weight painting is mostly to give a rough organization, so it is better to be consistent as much as possible.
GORYGIRL1996 Sep 5, 2017 @ 10:34pm 
Originally posted by Velikhi Maikeru Phys Exp:
The only screen capture you need is a computer and ShareX. It's free on Steam.

One vertex group will have not only red assignments, but also yellow and green ones, even light blues. These are meant to signify strengths. That is why I recommend using the Vertex Group Weight slider when assigning the weights to the model. You don't need to create anything new, just put in some work the cleaner method. Weight painting is mostly to give a rough organization, so it is better to be consistent as much as possible.
OHHHH!! I GET WHAT U MEAN NOW I THINK XD ILL TRY TI AND ILL GO GET SHARE X WHEN I CAN ^^ AND ONE MORE QUESTION, HOW DO I MIRROR THE WEIGHTS TO THE OTHER SIDE? I'VE TRIED DIFFERENT WAYS AN IT DID NOT WORK IDK HOW TO DO IT THOUGH I'M NEW TO IT
Last edited by GORYGIRL1996; Sep 5, 2017 @ 10:40pm
GORYGIRL1996 Sep 6, 2017 @ 3:20pm 
Originally posted by Velikhi Maikeru Phys Exp:
Personally, I use an older method, but try this:
https://blender.stackexchange.com/questions/9390/how-can-i-mirror-weight-painting
OK I WILL LOOK AND TRY IT SOON ^^ LL LET U KNOW WHAT HAPPENED ALSO I THINK I FIXED MY OTHER ISSUE THANKS

SORRY BUT....

STILL A LIL CONFUSED!....WELL....A LOT ACTUALLY I CANNOT UNDERSTAND WHAT TO DO AND IF I ADD A MIRROR MODIFIER MY MESHES TEXTURE WILL MESS UP
Last edited by GORYGIRL1996; Sep 6, 2017 @ 3:48pm
Kumquat [Velbud] Sep 6, 2017 @ 11:20pm 
I don't think you should be doing that in the first place. There was a way they did it without using mirror modifier, because mirror modifier mirrors the mesh, not as much the bones.
GORYGIRL1996 Sep 7, 2017 @ 12:36am 
Originally posted by Velikhi Maikeru Phys Exp:
I don't think you should be doing that in the first place. There was a way they did it without using mirror modifier, because mirror modifier mirrors the mesh, not as much the bones.
AH OK ILL TRY TO FIND OUT THE OTHER WAY THEN THANKS :D
Last edited by GORYGIRL1996; Sep 7, 2017 @ 12:36am
Kumquat [Velbud] Sep 7, 2017 @ 5:05pm 
Here's the hint I was referring to:

"You need to follow a naming convention for it to work. Each pair of bones need to have the same name with the suffix .L for the left side and .R for the right side. E.g. UpperArm.L and UpperArm.R. In the weighting Options of the tool panel turn on "X Mirror". You dont need a mirror modifier for it to work. See http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Arm‌​atures/Editing/Prope‌​rties and look for "Naming Conventions" "

Source: the link I sent you here. Basically change and test the naming conventions here and utilize this until you get all your desired results. Good luck.
GORYGIRL1996 Sep 7, 2017 @ 6:53pm 
Originally posted by Velikhi Maikeru Phys Exp:
Here's the hint I was referring to:

"You need to follow a naming convention for it to work. Each pair of bones need to have the same name with the suffix .L for the left side and .R for the right side. E.g. UpperArm.L and UpperArm.R. In the weighting Options of the tool panel turn on "X Mirror". You dont need a mirror modifier for it to work. See http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Arm‌​atures/Editing/Prope‌​rties and look for "Naming Conventions" "

Source: the link I sent you here. Basically change and test the naming conventions here and utilize this until you get all your desired results. Good luck.
THANK U ILL LOOK AT TI RIGHT NOW :D ILL GET TI EVENTUALLY. :D AND MY BONES ARE ALREADY NAMED LIKE THAT SO I SHOULD HOPEFULLY NOT HAVE TO WORRY ABOUT IT. AND FOR THEM TO WORK WITH THE "RIG_BIPED_SIMPLE" SCRIPT IN SFM I GOTTA NAME THEM "Bip_hand_R/L" RIGHT? THE BONES AHVE BIP IN THERE NAME I CAN CHANGE THEM IF I HAVE TOO.
Kumquat [Velbud] Sep 7, 2017 @ 7:00pm 
Very good, Gory. At least you have a clear "battle plan" with what and how you will get it working. And yes, make sure you are copying the naming convention in SFM's models, specifically most of the Valve models, especially those form TF2.
Saves the headache. Longer names only make it harder to keep up with.
GORYGIRL1996 Sep 7, 2017 @ 7:51pm 
Originally posted by Velikhi Maikeru Phys Exp:
Very good, Gory. At least you have a clear "battle plan" with what and how you will get it working. And yes, make sure you are copying the naming convention in SFM's models, specifically most of the Valve models, especially those form TF2.
Saves the headache. Longer names only make it harder to keep up with.
I'VE HAD PAST EXPERIENCES WITH THIS AND I ONCE LOOKED UP/FOUND SOMEOENS QUESTION ON THE RIGGING THING AND THE GUY PUT IN THE BONE NAMES AND THEY ALL HAD "BIP" ONES AND ALSO I BELIEVE SOMEONE ALSO TOLD ME BEFORE HAND IN ONE OF MY OTHER FORMS THE SAME THING I'M JUST GONNA TRY AND FIX THE WEIGHTS TO MAKE THEM POSE RIGHT I WON'T LIKE IT'S A PAIN I'M TRYING TO MAKE THE LEG BONES MOVE RIGHT. XD

ONE MORE THING, I HAVE A LIST OF THE NAMES I AM USING FOR MY BONES...AND MY CHARACTERS RIG DOSE NOT HAVE THE "WEAPON BONES" (I DID NOT MAKE THIS RIG IT CAME WITH MY CHARACTER WHEN I MADE HER ON "AUTODESK CHARACTER GENERATOR") HERE'S THE LINK TO THE BONE NAME SI'M USING

https://www.kicodora.com/models/9-valve-biped-bone-names/

DO I NEED THE WEAPON BONES? IF SO WHAT DO I DO? HOW DO I PUT THEM ON MY MODEL? CAN'T I TAKE THEM FROM ANOTHER VALVE BIPED MODEL AND PUT THEM ONTO MINE OR WHAT?
Last edited by GORYGIRL1996; Sep 7, 2017 @ 8:58pm
Kumquat [Velbud] Sep 7, 2017 @ 11:45pm 
Weapon Bones do not influence the IK Rig. They are mostly if you plan on using the model as a playermodel. In your case, since you are using it for SFM, I doubt you will need the weapon_bone. It is helpful to have to allow for easier posing and adjusting, especially once you lock the model onto a character's hand, but I'll leave that part up to you.

TL;DR you don't need weapon bones.

If you want to know, just for the LOLs, then it is REALLY easy. All you have to do is make a bone, assign its parent to be the hand to which the bone is assigned, and rename it to weapon bone.
GORYGIRL1996 Sep 7, 2017 @ 11:54pm 
Originally posted by Velikhi Maikeru Phys Exp:
Weapon Bones do not influence the IK Rig. They are mostly if you plan on using the model as a playermodel. In your case, since you are using it for SFM, I doubt you will need the weapon_bone. It is helpful to have to allow for easier posing and adjusting, especially once you lock the model onto a character's hand, but I'll leave that part up to you.

TL;DR you don't need weapon bones.

If you want to know, just for the LOLs, then it is REALLY easy. All you have to do is make a bone, assign its parent to be the hand to which the bone is assigned, and rename it to weapon bone.
OH THANKS I DID NOT THINK I NEEDED IT, BUT I JUST WANTED TO BE SURE, BUT IF I MAKE HER INTO A PLAYERMODEL FOR GMOD OR A REPLACEMENT MOD FOR L4D2 (WITCH I MITE IN THE FUTURE WHEN I GET BETTER AT THIS STUFF.) ILL JUST USE A PM'S/SURVIVORS SKELETON (WITCH I HEAR IT IS REQUIRED THAT WAY I THINK.) BUT I WANTED TO LEAN THE BONE ADDING THING SO ILL TRY TO LEARN IT FOR OTHER BONES MAYBE IN THE FUTURE...LIKE JIGGLE BONES FOR HER HAIR AND STUFF. BUT THANKS IT SAVES ME TIME TO NOT NEED EM
GORYGIRL1996 Sep 10, 2017 @ 1:08am 
UM GUYS ID MEAN TO BE A JERK HERE BUT ETHER I'M MISSING A STEP OR SOMETHINGS WRONG...I TURNED ON THE NAMES FOR THE BONES AND THE "X_MIRROR" OPTION IN WEIGHT PAINT MODE BUT TS NOT MIRRORING THE SELECTED BONE AND I TRIED LOOKING AT THAT LINK BUT I DID NOT KNOW WITCH ONE TO LOOK AT THERE'S A TUN OF OPTIONS....(SORRY STILL A NEWBIE LOL) ANYWAYS, I AM ALSO TRYING TO FINE THE "Naming Conventions" OPTIONS WERE IS IT LOCATED IF THERE IS ONE? IS THAT THE STEP I AM MISSING?
Last edited by GORYGIRL1996; Sep 10, 2017 @ 1:08am
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Date Posted: Sep 5, 2017 @ 6:56pm
Posts: 29