Weight Painting of Nate

Works in progress and technical screen shots.

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Weight Painting of Nate

Postby jcpalmer » Wed May 31, 2017 5:56 pm

I think the Nate Hair, shirt, & pants came from that huge topic about Normal and Occlusion Maps. Too big to give feedback there. I had taken those & put them on a Male muscle 13290 body with GAME_RIG. After moving the vertices to avoid conflicts of the body with pants & shirt, I reduced the vertices greatly to load better for WebGL using Limited dissolve delimeted by UV.

Hair- 10 degrees, boundaries No
Shirt- 3 degrees, boundaries Yes
Pants- 5 degrees, boundaries Yes

In WebGL, I had the character hunch a little & twist left. Parts of the Hair & Shirt had their own idea of what they were supposed to do. I am in the process of walking back where things got derailed. If anyone has a guess on where to start, please feel free to reply. I do not want to publish this mess yet, but here is a picture.
Attachments
Nate_weights.jpg
jcpalmer
 
Posts: 106
Joined: Tue Dec 16, 2014 4:14 pm

Re: Weight Painting of Nate

Postby jcpalmer » Wed May 31, 2017 6:29 pm

Well, I found part of the problem at the export, which is good. The framework I am using supports up to 8 bone influencers per vertex. For some reason, I had artificially set the hair to 2 when 5 was found in the data. Export Log file:
processing begun of mesh: Nate:NateHair
num positions : 12945
num normals : 12945
num uvs : 25890
num uvs2 : 0
num colors : 0
num indices : 35589
Skeleton stats:
WARNING: Maximum # of influencers exceeded for 690 vertices, extras ignored
Total Influencers: 17067
Avg # of influencers per vertex: 1.3184
Highest # of influencers observed: 5, num vertices with this: 28
exported as 2 influencers


The shirt needs 6, but I restricted it with 4. Export Log file
processing begun of mesh: Nate:Shirt
num positions : 12582
num normals : 12582
num uvs : 25164
num uvs2 : 0
num colors : 0
num indices : 58455
Skeleton stats:
WARNING: Maximum # of influencers exceeded for 4618 vertices, extras ignored
Total Influencers: 47544
Avg # of influencers per vertex: 3.7787
Highest # of influencers observed: 6, num vertices with this: 351
exported as 4 influencers
num skeletonWeights and skeletonIndices: 50328


I took off the restrictions, and the shirt was not so horrible, but clearly has problems. The hair with 5 did not change. Not going to try to track down hair. Just going to repaint it all to the head bone. Going back to MHX2 import for hair and progressively re apply changes to locate source(s).
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Posts: 106
Joined: Tue Dec 16, 2014 4:14 pm


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