Stan` Posted January 16, 2020 Report Share Posted January 16, 2020 GJ! Did you figure out what was wrong? Quote Link to comment Share on other sites More sharing options...
Ceniros Posted January 17, 2020 Author Report Share Posted January 17, 2020 New error @Stan` log2.txt Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 17, 2020 Report Share Posted January 17, 2020 Check that the vertex groups match the bone names. Avoid '.' in those and replace them by _ Quote Link to comment Share on other sites More sharing options...
Ceniros Posted January 17, 2020 Author Report Share Posted January 17, 2020 What do you mean by . Quote Link to comment Share on other sites More sharing options...
Ceniros Posted January 17, 2020 Author Report Share Posted January 17, 2020 Ok I did it, I manage to make a mesh moves it's arms Quote Link to comment Share on other sites More sharing options...
Ceniros Posted January 17, 2020 Author Report Share Posted January 17, 2020 Should I worry about the names of the bones? Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 17, 2020 Report Share Posted January 17, 2020 3 hours ago, Ceniros said: Should I worry about the names of the bones? Yeah somewhat. Usually it's nice to prefix them with the armature name ex for bear_armature, prefix all bones with bear_ to avoid skeleton mismatch @Alexandermb likely has more tips. Quote Link to comment Share on other sites More sharing options...
Ceniros Posted January 17, 2020 Author Report Share Posted January 17, 2020 As for the bones themselves, can they sort of be separated but still connected like a black line connecting the two bones. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 17, 2020 Report Share Posted January 17, 2020 7 hours ago, Ceniros said: As for the bones themselves, can they sort of be separated but still connected like a black line connecting the two bones. You mean parented but not connected ? Keeping offset. Yes they can, keep in mind what @Stan` mentioned about names. IE if my unit armature has Foot_R and your armature has Foot_R only one of them will work. However they can have a prefix such as Unit_Foot_R and Bear_Foot_R will work together. Also mesh needs to have every vertex weight or group event if it's influence it's 0, or the mesh wouldn't recognize in-game the armature bone. Quote Link to comment Share on other sites More sharing options...
Ceniros Posted January 17, 2020 Author Report Share Posted January 17, 2020 3 hours ago, Alexandermb said: You mean parented but not connected ? Keeping offset. Yes they can, keep in mind what @Stan` mentioned about names. IE if my unit armature has Foot_R and your armature has Foot_R only one of them will work. However they can have a prefix such as Unit_Foot_R and Bear_Foot_R will work together. Also mesh needs to have every vertex weight or group event if it's influence it's 0, or the mesh wouldn't recognize in-game the armature bone. How do I prevent that from happening. im using 2.81 which is the current version of blender. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 17, 2020 Report Share Posted January 17, 2020 16 minutes ago, Ceniros said: How do I prevent that from happening. I'm sorry, prevent what from happening? Quote Link to comment Share on other sites More sharing options...
Ceniros Posted January 17, 2020 Author Report Share Posted January 17, 2020 16 minutes ago, Stan` said: I'm sorry, prevent what from happening? Like that error with the vertex group. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 17, 2020 Report Share Posted January 17, 2020 3 hours ago, Alexandermb said: Also mesh needs to have every vertex weight or group event if it's influence it's 0, or the mesh wouldn't recognize in-game the armature bone. By doing this ^ Quote Link to comment Share on other sites More sharing options...
Ceniros Posted January 17, 2020 Author Report Share Posted January 17, 2020 Let me see my mesh for a example Quote Link to comment Share on other sites More sharing options...
Ceniros Posted January 17, 2020 Author Report Share Posted January 17, 2020 Like the vertex groups need to overlap each other? Quote Link to comment Share on other sites More sharing options...
Ceniros Posted January 17, 2020 Author Report Share Posted January 17, 2020 @Stan` Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 17, 2020 Report Share Posted January 17, 2020 3 hours ago, Ceniros said: Like the vertex groups need to overlap each other? Not necessary, have an example of automatic weighthing: This is a mesh and armature im doing recently so haven't been tested in Atlas: Droid tip.mp4 1 Quote Link to comment Share on other sites More sharing options...
Ceniros Posted January 20, 2020 Author Report Share Posted January 20, 2020 Someone help me with this Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 20, 2020 Report Share Posted January 20, 2020 Hey @Ceniros This error means you have an issue in your template file in binaries/data/mods/yourmod/simulation/templates/units Can you show us the file? Quote Link to comment Share on other sites More sharing options...
Ceniros Posted January 20, 2020 Author Report Share Posted January 20, 2020 Can you post a picture of the armature bone used for the units @Stan` Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 20, 2020 Report Share Posted January 20, 2020 1 minute ago, Ceniros said: Can you post a picture of the armature bone used for the units @Stan` See this blend file https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal/biped_meshes_and_animations.zip Quote Link to comment Share on other sites More sharing options...
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