05-22-2019, 09:45 PM
I am modding Chun Li's C1 costume. I'm using Blender, so the apex physics applied to her skirt is converted to a second mesh (I think) and I've deleted it. (The one with .001 appended to the material name) So obviously the skirt is solid and stiff in the game. So, I'm trying to re-animate it in Blender, which I don't have much experience with but I am learning.
The hair ribbons seem to be rigged the same way as the skirt, and they move correctly.
If I open the mesh in UE4 and go to the animation tab, each bone in the ribbon hierarchies are all in bold. The tooltip for each bone says "This bone has vertices weighted against it." except the last one.
Each bone in the hierarchies of skirt bones are not in bold, only the first. The tooltip for the other bones says "This bone is used by the current mesh, but no vertices are weighted against it." So that's one obvious difference between the skirt and the ribbons.
In Blender, the skirt seems to be rigged already. It has bones, the skirt hierarchies are parented to the pelvis bone, the bones are named after each vertex group in the skirt, and the skirt's weight painting seems correct. When I move the bones in pose mode, the top bone stretches the skirt out, but when I move the other bones, the bones themselves move but not the mesh.
I'm trying to follow blender tutorials on the subject but nothing works. Does anyone know what I should do here?
The hair ribbons seem to be rigged the same way as the skirt, and they move correctly.
If I open the mesh in UE4 and go to the animation tab, each bone in the ribbon hierarchies are all in bold. The tooltip for each bone says "This bone has vertices weighted against it." except the last one.
Each bone in the hierarchies of skirt bones are not in bold, only the first. The tooltip for the other bones says "This bone is used by the current mesh, but no vertices are weighted against it." So that's one obvious difference between the skirt and the ribbons.
In Blender, the skirt seems to be rigged already. It has bones, the skirt hierarchies are parented to the pelvis bone, the bones are named after each vertex group in the skirt, and the skirt's weight painting seems correct. When I move the bones in pose mode, the top bone stretches the skirt out, but when I move the other bones, the bones themselves move but not the mesh.
I'm trying to follow blender tutorials on the subject but nothing works. Does anyone know what I should do here?