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telefen
24th Jul 2010, 06:31 PM
I'm just experimenting so' I selected all the faces in the back of this female mesh all the faces in the back side from waist down to slightly below bottocks & face divide 4 to create extra vertices to work with. In the joint section, when I choose pelvic, I see a checkered pattern so obviously those new vertices are not assigned. Question do I choose them individually an assigned them similare to closeby vertices? or that area has to be reassigned from start. If later option, How do I assign pelvic area. Is there a specific begginer tutorial dealing with showing how to assign bones?. Second question: It occurs to me that after the bone assignment is done, something has changed in uv mapping . How do I fix just that area without messing up rest of it. Do I have to do remaping? If yes How do I remap only the back side or is this very complicated? :)

fakepeeps7
25th Jul 2010, 01:16 AM
I've only ever divided faces a few times. Usually, I just set the bone assignments using the Bone Tool (set them the same as a nearby vertex).

As for the UV mapping, maybe someone else can help. I'm not great with UV maps at the best of times...

telefen
25th Jul 2010, 08:05 PM
I've only ever divided faces a few times. Usually, I just set the bone assignments using the Bone Tool (set them the same as a nearby vertex).

As for the UV mapping, maybe someone else can help. I'm not great with UV maps at the best of times... thank you fakepeeps7. :) I'm not sure how to use Bone tool but, what I did was to use select vertices in joint section & one at a time I try to assign the unassigned bones similar to nearby vertices. I read an old tutorial rather, an informative section written by tiggerybaum where it says if I use the subdivide 4 ,that shows the extra vertices in the uv map which was true I found out but, I'm running into a new problem which i hadn't anticipated. I assigned all the unassinged bones as good as I could,then I selected the whole body &used vertex align normals & even cat's normal's but, to my dismay, just that area where the extra vertices are does not blend in. As a matter of fact it shows a whole bunch of unaligned faces. Why is this happening cause I've always used those pluggin's before when I'm frankensteining &it's worked perfectly. Is there some other plugin I must use when adding new vertices?

fakepeeps7
25th Jul 2010, 08:29 PM
Selecting the whole body and then trying to align the normals is going to give you some weird results (namely, that you'll end up with a piece that looks like it's separate). Try selecting the vertices in rings (this is around the torso, right?) and then aligning the normals. You'll have to do this before you align the normals on the whole body, though. It doesn't seem to work if you try to do it afterward.

Could you post some pictures? It would help if we could see the problems you're having.

CatOfEvilGenius
25th Jul 2010, 11:48 PM
When you divide faces, you'll have to do the UV mapping for the new vertices manually, unfortunately. You can just give them the average of the UV of their neighbors. You can also use the average of neighbor bone weights for the bone weights. I generally only split a few faces, and only when I absolutely have to. If you need more vertices, it can be easier to just "copy and paste" a row of faces, instead of splitting the faces. Select a mesh group, do CTRL-D, and then cut out the faces you want, position them how you want, assign bones, UV, etc, and then Regroup them with the original mesh group.

telefen
26th Jul 2010, 01:06 AM
When you divide faces, you'll have to do the UV mapping for the new vertices manually, unfortunately. You can just give them the average of the UV of their neighbors. You can also use the average of neighbor bone weights for the bone weights. I generally only split a few faces, and only when I absolutely have to. If you need more vertices, it can be easier to just "copy and paste" a row of faces, instead of splitting the faces. Select a mesh group, do CTRL-D, and then cut out the faces you want, position them how you want, assign bones, UV, etc, and then Regroup them with the original mesh group. thanks you both. You know what I want is to shape up the bottocks to my female sim so it is not as edgy showing all the lines of vertices. What I saw that uv map was ok & it did show the new addition off vertices since that's understood when using divid 4 & I think 3 but not 2 as tiggy had mentiond in his informative lesson. What i'm experiencing is difficulty smoothing out the normals in just that are so,I'll try fakepeeps suggestion first & see what happens. If it works then I like to do the whole lower body & splitt divide the face4 to give it a smoother shape. I'll probably end up with lots of faces. when You say I should cut out some faces. but if it is from another copy of the same body,then they would have to be resiszed to give me another row of vertice to reshape & I have to remove& replace &VDM again? right I don't understand how you mean sorry :)