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Just wanted to say Hi.
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Request cpu vs cpu
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brandschutzhelfer ausbild...
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SF6 Costume or Character ...
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7 hours ago
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SFV Costume or Character ...
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SF6 Music Modding
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Segadordelinks' SC6 Mods
Forum: Character/Stage/Sound/Misc Mods
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03-22-2024, 10:03 AM
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Modding the EX Drive colo...
Forum: Modding Questions & Discussions
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Segadordelinks' KoF XV Mo...
Forum: Character/Stage/Sound/Misc Mods
Last Post: Segadordelinks
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I suck at modding, could ...
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03-19-2024, 12:47 PM
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[Info] How to install mod...
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Segadordelinks' DoA6 Mods
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Little Problem!
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[Guide] Using and Setting...
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3rd Person Camera that Fo...
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TMNT Portal Power Mods
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SF6 - New Trailers & New ...
Forum: Miscellaneous
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03-12-2024, 08:37 AM
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Sound & Music Mods
Forum: Stage & Sound Mods
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SF6 - Modding Discussion ...
Forum: Modding Questions & Discussions
Last Post: JK-Gamer69
03-11-2024, 12:56 PM
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No More Enemies
Forum: Modding Questions & Discussions
Last Post: JK-Gamer69
03-11-2024, 12:55 PM
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Weight Painting and Face Rigging tips? |
Posted by: TripKing - 05-06-2020, 02:41 AM - Forum: Modding Questions & Discussions
- Replies (10)
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Tldr:
When I transfer weights to this mesh, each vertex group is the whole mesh. Every vertex group except for teeth top and bottom which I manually reassigned. I feel I like there something I'm doing wrong for Blender to do this. Also I have a strechy unweighted part I can't seem to get rid of as seen here.
Long Version:
So I finally decided to rig a mesh, but I ran into a couple of problems.
After Fitting my model and transferring the weights from an existing in-game model(Ibuki's C3), I got the model to be in the game, and I was largely happy with that. But as we all know transferring weights never goes smoothly.
The face, particularly the mouth was all messed up. Her tongue was attached to her teeth which weren't (and still aren't) showing up. Looked bad. I figure out a way to weight paint by moving the tongue and teeth out, using the grab function in Blender. Weight painted, and exported the fbx. However when I imported the fbx into unreal, it said unweighted points for a number of vertices. This also made her look like this.
My Solution? I Highlighted the Bottom teeth, and assigned it to the bottom teeth vertex group. Did the same with the top teeth. Now this got Unreal to stop complaining about the weighted vertices, but she still has part of her mouth weighted to the root. And it looks like the gums to me, which are part of the teeth.
Also when I looked at the each vertex group, they all highlighted the whole model, not just the part that was weight painted. Every single one beside the teeth I reassigned. I have ZERO idea how to fix this. There are way too many groups with way to speicfic weight painting to do all manually. It worked for the teeth because there all 1 weight.
My question when I transfer the weights, is there some type of option so that it doesn't make each vertex group the whole model? Do I need to transfer weights in the model in pieces or by material? (I'm not sure how to do either of those things if that is indeed the solution). Is Manually the only way? How do I go about face rigging? Make my own bones?( which again not precisely sure how to do that given Street Fighters V's bone structures. Most online tutorials of blender I see rig models differently than what I see from Street Fighter V models.
Speaking of which, the reason I am asking here is because when I've asked for help on Blender forums, they're not sure exactly how to help because they don't really have the modding background to guide me the right way. So even though this more Blender specific, I think this should be the proper place for it, as I need to make sure this the export is right for Unreal
Thanks in advance.
P.S. I didn't have this issue when weight painting the bottom part of her 2-piece bikini. Worked without any problem, which is why this is just puzzling me.
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Good luck everyone |
Posted by: The Nibbler - 04-29-2020, 07:55 PM - Forum: Offtopic
- No Replies
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Looks like some posts were deleted today, including one of mine.
I respect the right of forum mods to run a forum as they see fit however, likewise, we all have our own personal boundaries and expectations when it comes to the forums we frequent.
Consequently, i would like to wish everyone on this forum farewell* and thank all the modders for there amazing contributions they have made to this game (and ofc @"robhal" for the incredible work he does making swaps for people).
take care all.
*notwithstanding my interactions outside of this forum and my continued patreon support to those I do
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Remove Hadoken effects |
Posted by: msmalik681 - 04-21-2020, 11:40 AM - Forum: Modding Questions & Discussions
- Replies (5)
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I downloaded a mod for invisible Ryu it worked and I noticed there was no blue light splashing back on Ryu this is the effect I want to remove but when I try to use umodel.exe I get this message:
There's no visual object loaded now.
Press <0> to load a different package.
Class statistics:
1 KWBattleCharaCostumeDataAsset
When I try to export it just does not export anything. The file I am trying to edit is "StreetFighterV\Content\Chara\RYU\SkelMesh\01\DataAsset\DA_RYU_Costume_01.uasset"
Any help would be deeply appreciated.
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