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Calf bone weight combine from body weight and feet weigh?


kboom

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Posted

Hi guys, the heels which i try to convert comes with the pantyhorse and i have problem with the calf bone weight, which they divide it from the body and feet. And when i copy the weight they keep overwrite each other. Does anyone know how to combine calf bone weight of the body and the feet to the armor mesh? or do you know the other way to do it? Thank you!

 

Spoiler

5a22d4fba64a5_calfbw.thumb.jpg.d073b5b0ba51475ec39f908a76ae43cb.jpg

 

Posted

I have always just weighted the boots or heels to the calf bone and that is because when I tried adding toe and foot nodes the boots or heels would become deformed.

Posted
2 hours ago, myuhinny said:

because when I tried adding toe and foot nodes the boots or heels would become deformed.

And I think this is a bad idea.

"Toe" bone can be ignored, but not "foot".

Just paint it "red" to all surface with smooth transition to "calf" bone (or to the top of feet mesh)

foot_bone.jpg.04c530a082aaf2de65fc03b098b09218.jpg

Posted

Why not choose Pantyhose, Calf Bone scaling and skin correction?
Or does pantyhose have no skin?

 

Mixing skin from 2 references is difficult.
Especially at this point - there will be seams.

Posted
2 hours ago, Andy14 said:

Mixing skin from 2 references is difficult.
Especially at this point - there will be seams.

Not at this area.

"Mask" tool make wonders, if applied correctly.

Posted
12 minutes ago, Azazellz said:

Not at this area.

"Mask" tool make wonders, if applied correctly.

 

And after that the skin has to be edited anyway - in the Masked - UnMasked area.

Or it gets ugly - mostly.

But all roads lead to Rome. ;)

 

But I do not really understand the effort.

Download Project or open Nif.
There are feet, heels and maybe pantyhose. Correct?

 

Then select these 3 shapes with Ctrl + Click or Shift + Click.
Switch to Bone Tab and select Calf L and Calf R with Ctrl + Click.
Right mouse click -> Delete From Selected Shapes.
Deleting is important - OS does not do a complete skinwrap by copy of bones.

 

Then load reference body.
Choose feets, heels and pantyhose -> Switch to Bone Tab.
Choose Calf L and Calf R.


Switch to Meshes tab (the 3 shapes are still selected) right click -> Copy Selected Weigths. (Bone copy is always by reference)

That's how I would do that.

 

And high heels Toe are not only unnecessary but a hindrance. You're completely right.

 

You see reason here.

Posted
2 hours ago, Andy14 said:

That's how I would do that.

If you do that "calf" bone on your feet mesh will be look like this

 

Spoiler

Calf_bone_WRONG.thumb.jpg.0f69f5a76ca2b91280cd199dd74d91cc.jpg

 

Instead of this

 

Spoiler

Calf_bone_RIGHT.thumb.jpg.4d92e591dcba0566d7bd7dba29bb3a36.jpg

Feel the diffenece =)

Posted
12 minutes ago, Azazellz said:

If you do that "calf" bone on your feet mesh will be look like this

 

  Reveal hidden contents

Calf_bone_WRONG.thumb.jpg.0f69f5a76ca2b91280cd199dd74d91cc.jpg

 

Instead of this

 

  Reveal hidden contents

Calf_bone_RIGHT.thumb.jpg.4d92e591dcba0566d7bd7dba29bb3a36.jpg

Feel the diffenece =)

 

True - no objections.

One should not write from memory - well that you have pointed out my mistake.

Posted

So, more correctly make skin like this:

1) Load feet mesh as reference, and pantyhose as target.

2) Mask all surface that lays on top of feet mesh, then invert mask (ctrl+I), and copy bones.

3) Export with reference.

4) Load body mesh as reference, and new "combo" file (feet+pantyhose) as target.

5) Right click on pantyhose shape, choose "mask weighted vertices" (but only if you didn't have any weights on your pantyhose before step 1,  if you have already skinned mesh - use mask tool again, mask all that lays on top of feet mesh, and don't invert the mask this time), and copy bones from body (only to pantyhose).

And so you get a well-weighted pantyhose mesh with feet under it.

 

Posted

I have added foot and calf bones to to some boots before and had to remove the foot from them because some boot meshes will split at seams or where the 2 meshes join sometimes they would also have some weird jagged lines more noticeable on DAZ studio type meshes as those always come in different parts. Like a DAZ shirt the different parts are named chest abdomen hip lshoulder rshoulder.

Posted
2 hours ago, myuhinny said:

I have added foot and calf bones to to some boots before and had to remove the foot from them because some boot meshes will split at seams or where the 2 meshes join sometimes they would also have some weird jagged lines more noticeable on DAZ studio type meshes as those always come in different parts. Like a DAZ shirt the different parts are named chest abdomen hip lshoulder rshoulder.

After you finish all primary skinning (i.e. no clipping with body, no distortions, etc) just select one shape as reference, mask all surface of other shape, exept of border line that contact with refence (and +1 polygon "deep" for more smoother transition, if you wish), and copy bones from reference. After that you can inverse mask and use "smooth" tool for even smoother transitions (but beware - you can get clipping issue, if you "smooth" too much).

Mask tool. Make wonders =)

Posted

Can't use smooth tool or increase decrease mesh tool with most DAZ outfits in outfit studios if you do you'll cause those seams to open up as they are not joined and you usually can't join them because each part might have a different UV map and joining them might also cause outfit studios to crash from running out of memory trying to load the file up as DAZ stuff is high poly.

 

This outfit here is actually 5 parts for the dress and skirt and the panties that come with the set is another 3 pieces. DAZ boots usually come in 3 pieces for each boot sometimes 2.

 

Spoiler

Untitledd.pngUntitled.png

 

You can use decrease mesh on the body under it as long as you don't do it too much if transparency is there.

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