Myst42 Posted April 24, 2016 Posted April 24, 2016 Hi guys... I'm a bit tired, and very much annoyed so I decided to ask if any of you knows how to do this. My brain is fried and reduced to a smoking pile of ashes. Maybe I'm an idiot but I simply cannot figure this out now. Specifically. I was porting something As usual, poses need rearranging But this model wasnt rigged So I thought "hey you could instead pose an oblivion body to fit the outfit's potition, then do bone weight copy from the posed oblivion body to the outfit right?" Thought it was a matter of simply copying bone weights from a posed body into the outfit parts Then the outfit would have the same rigging as the body WRONG For some reason, it copies the rigging from the alternate position, so when I parent it to an armature, it's located with an extra deviation that belongs to the posed armature instead of a "rest position" that should fit any armature. Parenting it is meaningless as the deviation persists Ugh... I don't even know how to explain it so Here go some pictures: This is how it looks before. Notice a target armature in rest position Also a posed armature with a hand that's intended to give rigging to the glove mesh, at this stage, the glove mesh has no rigging. This is what happens after the bone weight copy script No matter what I do, or what possible combination of things, (yes I've tried Ctrl-A to "apply pose as rest position" to the armature. I've tried "apply modifier" with the rigged hand before the copying and I've tried everyting google can possibly think about in all imaginary possible orders) it always ends up copying the rigging wrong. At this stage, the copying was completed and I parented the glove to the posed armature in order to clarify better the idea. Though the desired result is that after rigging and parenting, it would obey the armature as the hand does. That means aligned with the finger bones. Which it clearly isnt I guess the problem is I can't actually find a way to make the posed position from the hand that's suppoed to give me the rigging, exist. It remembers it and every rig copy attempt I make has memory that the hand was posed. Even though It doesnt make any sense that posing affects rigging, rigging should affect posing not the other way around right??? Ugh... brain overload
movomo Posted April 24, 2016 Posted April 24, 2016 that's the same level of laziness as me. I've tried that before. Think this way: You may be able to copy vertex groups and weights properly, if you apply the armature modifier to the oblivion body to make it a solid model, but that's not enough for the porting model to work. Even if the fingers in the new model has proper finger weights and so on, the model itself is still deviated from the bound position of oblivion skeleton. The original pose of the skeleton is what matters. you can't change that I don't know if you can fake out blender with this very fundamental thing at all. May be possible with a custom script but.... My advice is, don't be lazy here. If the port model is not rigged then you probably have to adjust it appropriately... even the fingers.
myuhinny Posted April 24, 2016 Posted April 24, 2016 You could just say the hell with it they don't need them and whack them off.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.