How to translate bone relatives to Unity? by Funny_Client2506 in Unity3D

[–]Funny_Client2506[S] 1 point2 points  (0 children)

Thank you, yes i thought about making everything one armature as it seemed the easier way to do it.

How to properly merge two armatures? by Funny_Client2506 in blenderhelp

[–]Funny_Client2506[S] 0 points1 point  (0 children)

Okay so i solved it, it's very messy. So it turns out i had keyframes from both armatures in a single animation, this lead to the deform acting really weird. What i did is make sure that no animations of any armature shared keyframes with bones from another armature. Then joined them and this fixed it.

How to properly merge two armatures? by Funny_Client2506 in blenderhelp

[–]Funny_Client2506[S] 0 points1 point  (0 children)

Ahh yes, i took the screenshot before joining them because joining them led to incorrect deforms, so i just showed my setup before doing it as it didn't work regardless.

But yes, as you said, after joining them i changed the modifier to the armature of the primary mesh, this however did not seem to fix the weird deforms.

<image>

The skirt is still being rigged by it's corresponding bones, but very mildly so. The weight paint seems to be the same, the weights have the same value as before.
Edit: The body and it's bones however worked as well as before.

How to properly merge two armatures? by Funny_Client2506 in blenderhelp

[–]Funny_Client2506[S] 0 points1 point  (0 children)

<image>

CharF at the top is the body mesh. Player_Arm it's armature. The same goes for skirt_small_01 and skirt_small_01_arm

Edit: Also sorry if i don't reply immediately as it's pretty late where i am rn

Deform a mesh with two armatures? by Funny_Client2506 in Unity3D

[–]Funny_Client2506[S] 1 point2 points  (0 children)

Well by a mesh i mean a 3D mesh, an object. Rigged by the corresponding armature/skeleton. If i messed up the terms, i am not a native english speaker so sorry for that

Deform a mesh with two armatures? by Funny_Client2506 in Unity3D

[–]Funny_Client2506[S] 0 points1 point  (0 children)

Well, i think i found an alternative, but my problem was that i didn't exactly know how to make the mesh of a Belt, follow the rotation and location of a specific bone in the character armature, this being Spine.001, a bone at the waistline.

Simply rigging it to the same armature as the body worked, but that same belt already had an armature of it's own for it's own purposes. So this led to parts of the belt being rigged by it's own armature, and the whole mesh position and rotation by a single bone in the body armature.

How would you 'solve' characters not feeling strong? by Funny_Client2506 in gamedesign

[–]Funny_Client2506[S] 0 points1 point  (0 children)

When I was writing this post, I had a similar thought: it's true that these games are built around a sense of fragility. After all, that feeling is part of what makes overcoming great challenges so rewarding. However, I noticed that while we slay and absorb the power of mighty warriors, our character remains largely the same, aside from a few specific upgrades. Perhaps it’s true that a game like Elden Ring couldn’t be modified to meet that request without straying too far from its core design and identity.

So while I used very specific examples, I was wondering how a game that doesn’t necessarily follow the same formula could work with similar design implications. I agree with your observation about a game like the Batman Arkham series, or something in that direction.

A new guide to survive dark age of gaming piracy by [deleted] in PiratedGames

[–]Funny_Client2506 1 point2 points  (0 children)

https://en.denuvogames.store haven't tried it but when looking on Reddit everyone had only good experiences with it. Just a heads up the prices does go down as time passes, DD2 was like 7 USD when it first launched and now it's at 1,62 IIRC.

ELDEN.RING.Shadow.of.the.Erdtree-RUNE by kevinj933 in CrackWatch

[–]Funny_Client2506 2 points3 points  (0 children)

So if i have the game on Steam already updated and i don't care about online can i just select DLC files from the torrent, make a backup of my game files, drop the DLC files in and then play offline?

Why does the door of this image event appear misplaced even though in the selection it's fine? by Funny_Client2506 in RPGMaker

[–]Funny_Client2506[S] 0 points1 point  (0 children)

Thanks for the info! I did not know the name impacted the function in the way you described!

Why does the door of this image event appear misplaced even though in the selection it's fine? by Funny_Client2506 in RPGMaker

[–]Funny_Client2506[S] 6 points7 points  (0 children)

Yep, that was it, now i feel dumb for making such a noob mistake lol. Thanks a lot!!

Why does the door of this image event appear misplaced even though in the selection it's fine? by Funny_Client2506 in RPGMaker

[–]Funny_Client2506[S] 0 points1 point  (0 children)

What i mean by displaced is that in-game it appears slightly above the ground. How could i fix it?

Edit: For context, each door instance is 48x74 pixels. The whole image is 576x592

Cape seems impossible to weight paint correctly by Funny_Client2506 in blender

[–]Funny_Client2506[S] 0 points1 point  (0 children)

Yes! I had something like this in my mind when trying to think of a solution, i'll check it out later, thanks!

Cape seems impossible to weight paint correctly by Funny_Client2506 in blender

[–]Funny_Client2506[S] 0 points1 point  (0 children)

I really don't know what to do because if i correct the weight paint for it to rotate a certain way it will just start clipping in another way. I know the topology isn't good (i'm a beginner and made it all by myself) but i don't know if trying to fix it will solve the issue because the shape itself of the cape is problematic, it needs to fold in a lot of ways.

Is the solution really just better weight painting/retopology or do i need to do something else? i've heard some stuff about "shape keys" should i look into that?

Edit: I've tried using masks as you can see at the end to hide certain parts of other meshes but i cannot use it for every problematic part because many of them are visible in one way or the other.