max4max Posted February 27, 2024 Posted February 27, 2024 i am trying to paint weight on this tail in blender...the first 6 images shows the weights correspond to the bones that i assigned(now how i assigned them is: for each bone i selected the vertices and assigned weight .2 then decreased some vertices(a ring of vertices exactly) then assigned .4...these went on untill i assigned 1..then i chose new bone and the process repeated)...now as you can see in the 2nd last image before normalize if i rotate the 2nd bone around x axis then i am getting a nice curve(just what i want)...but if i normalize the weights then what i am getting is showed at the last image...what am i doing wrong here...actually what is the correct way painting weight on a mesh?? note: the 1st little bone will be the anchor bone.. and i assign weight 1 to all the vertices of that mesh for this bone then i began the process mentioned avobe..
MadMansGun Posted February 27, 2024 Posted February 27, 2024 if blender has something like max's skin wrap modifier then my mesh may be helpful to you: cylinder of tail weights.nif
max4max Posted February 27, 2024 Author Posted February 27, 2024 8 minutes ago, MadMansGun said: if blender has something like max's skin wrap modifier then my mesh may be helpful to you: cylinder of tail weights.nif 60.74 kB · 0 downloads what is the skin wrap modifier do in max?? by the way i want curve exactly like your mesh...can you tell me weight paint process that you applied?
MadMansGun Posted February 27, 2024 Posted February 27, 2024 8 hours ago, max4max said: what is the skin wrap modifier do in max it tries to copy the weight painting from one object to another. 8 hours ago, max4max said: by the way i want curve exactly like your mesh...can you tell me weight paint process that you applied? i looked at the khajiit's tail (it has the most even vertice spacing between nodes) and did a fuck load of math: tail weights spreadsheet.txt
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