weight map problems (pls help)

Hello, I have a problem using the weight map.

After that use the “Transfer Utility” tool. I began the process of modifying the bone weights of an armor to be used as clothing on the G8F figure. In certain parts what I did is completely erase the weights of some bones that affected areas of the suit that I do not want to be affected but when I did the tests to see if the movement of the suit with the modified weights looks good, I I notice that the mesh of the suit is deformed when moving

example :
on the left knee of the armor, I deleted the weight that affected the "Left Thigh Twist" bone (image 1: https://imgur.com/rPdxlwH) so that the "Left Shin" bone would only have the entire weight of that area of the armor and would move completely with that bone (image2: https://imgur.com/n7aCjeN)

I also reviewed and deleted the weights that other bones affected in that area and left only the weight of "Left Shin", but when I tried to move the bone of "Left Shin" in figure g8f, I see that the mesh of the knee of my armor is deformed. (video1: https://imgur.com/q0VDwSu)

Could someone tell me why this happens and how I solve it? pls help

Comments

  • You haven't turned off normalisation? If not it is probably a morph being projected from the base figure, you could add a custom morph of the same name - either one to rshape more to your liking, or simply a dummy to block the projection.

  • crosswindcrosswind Posts: 6,988

    I would say good "fitting", "weighting" and "corrective morphs" may depend on: you want that knee guard to be hardsurface , semirigid or elastic ? Will it be attached to pants / boots or sth, or just adhere to figure's knee ? With straps or not...? so on and so forth... Different material / nature / design will lead to different manipulation in terms of fitting and weighting.

    For instance, if it's a pure hardsurface knee guard, better make it a smart prop with a rigid follow node on the pants, so no fit, weight, Autofollow and correctives needed.

    If it's semirigid, you don't need to tweak weight on but just fix pJCMs / cbs as needed, as the attached sShot 1;

    If it's elastic, the same as simirigid but you surely can tweak weights rather than erase or fill 0 weight, as sShot 2 & 3...

    Back to your case, you shouldn't have erased or zero weight on Thight Twist, that's not correct. (if you twist figure's thigh, the guard won't follow). You just need to smooth or partially repaint the weight on it. And go for fixing pJCMs as well to make a better "following shape" when thigh / shin bend.

    SNAG-2023-11-7-0183.png
    2027 x 1396 - 465K
    SNAG-2023-11-7-0184.png
    2025 x 1399 - 415K
    SNAG-2023-11-7-0185.png
    2031 x 1399 - 424K
Sign In or Register to comment.