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You did not set up the Autorigger correctly and the wrong bones are being used...
It may be those 2 butt bones that are giving you the problems if you didn't make them jiggles. You've also got a lot of bones up in the shoulder area. These may be twist bones but it looks like they maybe parented wrong into the upper arms and are being missed in the rig. Hard to say without actually touching the model.
I would check the autorigger set up first.
f that isn't the problem, I would decompie the new model, bring that back to Blender and chech the weight painting and make adjustments where necessary to blend them over the 3 bone limit better.
thanks, I'll look into the weight painting issue. I actually exported this model as SMDs then compiled with Crowbar...pretty sure that doesn't make a difference. If I still can't fix the issue I may package the Blender and SFM files and share them here
It's important to track down where the problem exists in the chain.
It does make a minor difference in that StudioMDL (and by extension Crowbar) just automatically picks the three strongest weights on any vertex (while also discarding any of less than 5% if you're not using a hexed compiler) rather than aborting, but in either case the model will only compile if it's been culled down to three bone weights per vertex; it's just which stage it happens at.
The last issue on the model is that a big chunk of her ponytail is transparent when looking at the model from the front (the backside of the ponytail is fine). I'm guessing it has something to do with the normals or maybe i need to play with alpha setting, but I'll leave that for a separate thread.
thanks, i have XNALara Studio as well. Turns out the issue was my own stupidity in deleting some leg bones in Blender that i thought were "unnecessary" for SFM. Put those bones back in (luckily I save multiple versions of the model as I make changes) and it was 100% good to go.
For the most part. The last issue I'm having is that the ponytail is mostly transparent when looking at the model from the front. Going to fool around with settings and if I can't fix i'll make a separate thread
Dependent on the exact application, the options are:
- adding $nocull 1 to the VMTs. Bear in mind that lighting is still calculated from the front face in this case, which means it's really only suitable for the "inside" of things that won't be seen very often (but where you need something to fill the void).
- Duplicating the geometry and flipping the normals on it in order that there are two faces in the same place, facing different directions.
simply adding nocull 1 to VMT did the job. Thanks!