English


Profile Picture

Why does skin weights keep coming back after removing them? $15 on PayPal for the first to help...

Posted By DigiBen 5 Years Ago
You don't have permission to rate!
1
2

Why does skin weights keep coming back after removing them? $15 on...

Author
Message
4u2ges
4u2ges
Posted 5 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)

Group: Forum Members
Last Active: 7 days ago
Posts: 5.3K, Visits: 16.6K
Hey Ben, I'll look at it tonight.

About crash. There is a *thing* between MD and CC. Multiple users reported this problem. Solution was to take cloth to Blender first, then export as OBJ and then bring it to CC.




4u2ges
This post has been flagged as an answer
4u2ges
Posted 5 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)

Group: Forum Members
Last Active: 7 days ago
Posts: 5.3K, Visits: 16.6K
I have sent you the project. He looks OK in both T and A poses. But as I mentioned there are other poses, which do not look that good. So some more work might require.
And yes, the original project does crash when trying to export out of CC to FBX. The one I have sent is OK for the export.
I did not try physics on the robe.

75% of original size (was 667x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/e6cbbe06-85ae-4c57-9d03-c82a.jpg


Just couple of notes about exporting out of CC and Blender. In order to export clothed model out of CC and be able to bring it back, the export rest pose has to be a T-pose and it has to have cloth perfectly fit.
That was a reason I had to fix T-pose fit weights in CC (which was a real pain). Now that you have a good looking T-pose, the rest of the weight fixes can be done in Blender , which is a whole lot easier to deal with when it comes to weight paint.
You may export with Calibration clip, which would help fixing weights in different poses.




DigiBen
DigiBen
Posted 5 Years Ago
View Quick Profile
Senior Member

Senior Member (423 reputation)Senior Member (423 reputation)Senior Member (423 reputation)Senior Member (423 reputation)Senior Member (423 reputation)Senior Member (423 reputation)Senior Member (423 reputation)Senior Member (423 reputation)Senior Member (423 reputation)

Group: Forum Members
Last Active: 5 Years Ago
Posts: 9, Visits: 54
Thanks a ton @4u2ges, this was super generous of you to spend the time to do this--super surprised. It's unfortunate that there doesn't seem to be a real answer of fixing the "whack-a-mole" weirdness in CC3 with painting weights as one might expect in a professional 3D editor, and that it requires something like Blender/Maya to put in the effort to fix. Also, terrible about the CC3 bug for exporting certain MD clothes to FBX--wow. I know you said you didn't want to be paid, but happy to pay you still :)  Thanks so much--super kind of you.
NinjaMouse
NinjaMouse
Posted 5 Years Ago
View Quick Profile
Veteran Member

Veteran Member (506 reputation)Veteran Member (506 reputation)Veteran Member (506 reputation)Veteran Member (506 reputation)Veteran Member (506 reputation)Veteran Member (506 reputation)Veteran Member (506 reputation)Veteran Member (506 reputation)Veteran Member (506 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 27, Visits: 243
I think the reason that weight gets shifted to other bones when you remove the influence of a different bone is because the weight painting is "normalized."  In other words, there must always be 100% worth of weight assigned to any particular vertex in the clothing mesh.  Otherwise, the cloth would slowly get "left behind" during animation.  As you remove weight, it must go somewhere, so it goes to other nearby bones.  It is the greatest weakness in armature-based animation, and makes long, flowing clothes quite difficult to animate.  If the project is a film-style one (as opposed to real time, video-game type), then a physics-based cloth simulation may be better.  Another option is to rig the flowing part of the clothing itself, and animate that alongside the human skeleton.  Definitely not a quick or easy task. 

1
2



Reading This Topic

0 active, 0 guests, 0 members, 0 anonymous.
No members currently viewing this topic!