Mesh stretching when joint moves. [Solved]

AlricAlric Posts: 125

I am trying to convert some older M4 clothing items to G8M. I'm using the M4 to G8M clothing converter and it's basically working well, but I ran into a problem with a couple of figures.

The clothing items have very tall collars which stick up into the neck and heads effect zones. So if you turn the head or neck part of the collar stretchs out. See the attached image.

I've tried removing the weight maps for the bones from the head and neck from the clothing and that had no effect. 

What am I missing?

Stretching.jpg
1371 x 1245 - 178K
Post edited by Alric on

Comments

  • Which weight maps? There is the general one, and the x,y,z rotation maps. Also you will find that some bones you thought weren't part of the weighting is, does the collar move when you open shut the mouth, move the eyes, move the tongue? I go through every bone that is close to the part to see if there is weights for it, then turn the limits off, rotate till it's really distorted and paint that problem away or fill it with 0 if it isn't needed.

  • AlricAlric Posts: 125

    Which weight maps? There is the general one, and the x,y,z rotation maps. Also you will find that some bones you thought weren't part of the weighting is, does the collar move when you open shut the mouth, move the eyes, move the tongue? I go through every bone that is close to the part to see if there is weights for it, then turn the limits off, rotate till it's really distorted and paint that problem away or fill it with 0 if it isn't needed.

    Yes, I went through everything that I could find that effected the collars. The neck joints, the head, the ears, the jaw, the shoulders, and in all flavors general, x rot, etc. I can't figure out where it's still coming from. 

    I remember seeing a tutorial on youtube about fixing the problem but I can't find it again and I don't remmber who made it.

  • felisfelis Posts: 4,619

    Instead of finding the offending bone, you can find the bone you want it to follow and then paint the influence on that up. Higher influence from that bone will reduce the others influencing it.

  • AlricAlric Posts: 125
    felis said:

    Instead of finding the offending bone, you can find the bone you want it to follow and then paint the influence on that up. Higher influence from that bone will reduce the others influencing it.

    Interesting, I'll remember that. But in this case I think it will work best if the collar never moves.

  • AlricAlric Posts: 125

    I tried it again and this time it worked. I must have missed one last night or something went wrong with the tool.

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