Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://i.imgur.com/pZMgpQt.png
HOWEVER, my suggestion to you is to make 2 complete heads for as body groups and reseal them, like I have here, because if you animate the mesh with bones the mesh split the way they are now you risk the chance that the mesh will split if you have the wrong body group loaded and you import the wrong sequence.
So from what im understanding is I make a copy so each forehead can go on the head, like one for base and other for ssj3. Then I use the bodygroup to make them separate and the heads will switch when I turn the bodygroup on in sfm.
$bodygroup 'head' {
studio 'head1.dmx'
studio 'head2.dmx'
}
Head1 would be the default head the model spawns with
NOWHERE ELSE is there a $body command for either of the heads that are in the bodygroup statement.
And you know that your head bones aren't connected to the neck1 bone yet right?
Huh, this ACTUALLY makes sense. Explains how others were able to do it with models from the same game. I figured they somehow found a way to use the same head but it didn't make sense to me.
My concern with making the copies is the weight paint, like how the armature will affect it when I do. Also I dont know how to make a copy, it's a first for me XD
https://i.imgur.com/IXXSpGD.png
If head 2 is weight painted to use the same bones as head 1, no problem. If the head 2 uses different bones, then both armatures from the heads are required they'll be embedded in the one armature with each other. The heads will only react to the bones they use or share.
Oh yeah im well aware of the models weight issue. I unfortunately havent gotten the chance to work on the face etc. Ive been struggling with one of the arms.
Ok that eases my mind. I was always concerned about the two head meshes useing the one face bones. Some face bones are for the ssj3 eyebrows. I figured when bodygrouped and I change them they'd be affected but I wasn't too sure. This would be my first attempt at setting up bodygroups. Although its not ready for that yet. Atm im just wanting to get them ready for bodygrouping when its done.
https://i.imgur.com/jlvfJQd.png
The vertices at the splits aren't painted the same
https://i.imgur.com/0pefZLY.png
Change to edit mode, edge select, Use Select by trait - Non Manifold. Press M and merge by distance 0 (zero)
I didn't know that was even there honestly. But if its a problem for the model ill happily remove it.
So its inside the faces? how will I be able to select them?
Change to edit mode, edge select, Use Select by trait - Non Manifold. Press M and merge by distance 0 (zero)
It's the old "Remove Doubles" thing
so im merging the non manifold? What exactly IS a non manifold mesh? Just curious and confused with what iti s
The mesh is split there, (as seen in the selected non manifold edges in the second shot) which means that the mesh was ripped (like tearing a piece of paper then lay it down and pressing it back together to make it look whole again, there's an edge on both sides of the rip. The rip is non-manifold)
The split occurs because the doubled vertices on the 2 sides of the tear are not weight painted the same or the bone that is being moved has a greater influence on the vertices at the split than the other controlling bone.
The masks themselves would be non-manifold from the head (if you joined the meshes together with an Ctrl+J...
The vertices around the edges would be doubled (in the exact same place, but one for each mesh, the masks and the head.)
This is not a problem for the mask because the vertices that make the edges are also weight painted exactly the same. So they move together and don't separate when posed.
Removing the doubles fixes that problem inside the mask and makes the mesh manifold (contiguous, no splits).