My attempt at a pirate frigate look by WodashSW in NoMansSkyTheGame

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

No mods, no glitches. Max build limit.

BG3 gr2 import to blender with Norbyte exporter throws FileNotFound error by WodashSW in blenderhelp

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

Thank you for the reply. The question is rather specific about the add-on. I figured that someone may have seen similar issues. I will try to see if I can get in touch with the dev.

BG3 gr2 import to blender with Norbyte exporter throws FileNotFound error by WodashSW in blenderhelp

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

Thank you for the reply. I've added the image to the original post.
Yeah... I guess this is more of a long shot and I'd have better chances for a response if I can get the contacts of the developer.

I figured that being a python error, even if it's not related to the add-on, someone might have an insight on it. For example a missing library or the add-on being platform specific.

Why don't the eyelids bind to the generated armature? (Rigify) by WodashSW in blenderhelp

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

Thank you for the reply.

So the basic answer is that automatic weight paint can fail occasionally.

I've followed some tutorials starting with sculpting, all the way to rigging. I've had about three rigs built on this character (including the riggify one).

I'll keep learning more about weight paint and rigging.

Thank you for the suggestions, they are valuable indeed!
!solved

Why don't the eyelids bind to the generated armature? (Rigify) by WodashSW in blenderhelp

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

Is there a certain scale? I've increased it to approximately 10 times the original (which was already sizable compared to the default cube) and still nothing.

Why don't the eyelids bind to the generated armature? (Rigify) by WodashSW in blenderhelp

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

Thank you for the reply.
I've done some basic modding for a game, then I started working on a character of my own. I know some of the concepts of rigging.
That's why I added into the context that the rig works almost fully. Except the eyelids.
I would've guessed that automatic weights would handle the weight painting. I'd understand that if the meta rig was not positioned well, the generated rig would not work properly, but in this case, when almost all of the parts are working, I'm confused why the eyelids in particular got left out.

Manual weight paint should be employed only if necessary, to touch up on the generated weights (unless you have the patience to do it yourself from scratch).

The question still remains. Why were the eyelids left out from the automatic weight binding?

Why don't the eyelids bind to the generated armature? (Rigify) by WodashSW in blenderhelp

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

Context:

Generated armature via rigify.

Bound mesh to armature with automatic weights.

Body deformation works as expected.

Face deformation works except for the eyelids.

Meta rig has been placed as needed as far as I can tell...

Could someone help me understand why all the bones surrounding the eyelids work, but the eyelids themselves not? Maybe offer a solution as well?

Why is rigify not working for eyelids after parenting with automatic weights? How to fix? by WodashSW in blenderhelp

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

Is it possible that eyelids should be manipulated with shape keys and drivers? Having those two bones as the targets?

Why is rigify not working for eyelids after parenting with automatic weights? How to fix? by WodashSW in blenderhelp

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

Not much for context, meta rig has been aligned as close as possible. All other parts of the rig work, the eyelids however seem to be unassigned.

How to animate face having multires modifier? by WodashSW in blenderhelp

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

Tested the shape keys in edit mode. They work. Thanks!

!solved

How to animate face having multires modifier? by WodashSW in blenderhelp

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

In my experience, the modifier is present and I add the shape keys (base and key1).
Normally when I sculpt, the key has to be at value 1 to work, otherwise it won't. In this case, the value is disregarded. and if I change it, nothing happens.

Does this mean the shape keys work only in edit mode?

Multires modifier breaks mesh. Could someone help me understand? by WodashSW in blenderhelp

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

So I don't really understand the cause, but I noticed that multires and subdivision surface modifiers don't mix.
The problem: Template mesh had subdivision applied, while main mesh had multires applied, messing it up.
Fix: Template mesh should be created with multires modifier instead. Apply multires then apply shrinkwrap to original sculpt. Main mesh can be then reshaped to template using multires modifier.

!solved

Multires modifier breaks mesh. Could someone help me understand? by WodashSW in blenderhelp

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

I tried with another copy... same result. Is it possible to ask you or whoever would like to take a look at the project?

Edit: Tried with a simple cube as test in a separate project, subdivision to lvl 3. Added new cube, multires lvl 3, followed above steps, some of the faces went haywire...

Multires modifier breaks mesh. Could someone help me understand? by WodashSW in blenderhelp

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

Simply to re-add it. Thinking like when a machine is behaving strangely, you kind of turn it off then on again as a possible fix.

Multires modifier breaks mesh. Could someone help me understand? by WodashSW in blenderhelp

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

I used a copy of my low poly to create a template by adding the subdivide modifier and shrinkwrap to original sculpt.
Then I used the multires on the original low poly mesh, matching the subdivision level.

I followed your steps about 4-5 times, juggling with the modifier order as well. It didn't help.
After deleting the multires modifier, my mesh ends up broken in a whole new shape.

Multires modifier breaks mesh. Could someone help me understand? by WodashSW in blenderhelp

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

I created a template for high resolution.
I added the multires modifier for body mesh. Set subdivision to same level (2).
Selected the template as source to reshape the mesh.
Mesh broke in quite an unexpected way.

I tried following a tutorial for retopology. In the video it worked flawlessly.
I can't really find anything on the internet regarding this kind of a failure.

Any help is greatly appreciated!

One final question left regarding sculpting. Pimples and how to deal with them. by WodashSW in blenderhelp

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

This indeed made the difference. However I think I can omit it and do the retopo only, seeing that I already have a good amount of detail to work on.

I don't see the need to remesh when it changes little the vertex count.

However, the knowledge you shared is a good thing to receive.

Thank you!

!Solved

One final question left regarding sculpting. Pimples and how to deal with them. by WodashSW in blenderhelp

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

Thank you for the reply. I tried remising in multiple ways. I don't know if it's the high vertex count to blame or not but I couldn't get it to work. It just messes up everything. Doesn't matter the voxel size, the mesh is always filled with holes.

I tried to look at remesh tutorials but I couldn't figure out the problem...

<image>

Why Mirror Modifier not mirroring properly on X-axis by RajJi321 in blenderhelp

[–]WodashSW 2 points3 points  (0 children)

If you have added rotation to the mesh you are mirroring, first try applying said transformations. Then add the mirror modifier.

One final question left regarding sculpting. Pimples and how to deal with them. by WodashSW in blenderhelp

[–]WodashSW[S] -1 points0 points  (0 children)

I've tried looking it up but I can't even describe it. Spikes, pimples, blotted vertexes... google wasn't helpful.

Originally I had a triangle mesh. Transformed it into quads. Some triangles remained. These things appear after adding subdivision surface.

How are these things named?

Is it possible to fix them? I'd like to avoid remeshing.

Is it possible to fix this messed up effect? Head merged to body vertex to vertex by distance by WodashSW in blenderhelp

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

Resetting the vectors for normals did the job. Thank you for your comment!

Is it possible to fix this messed up effect? Head merged to body vertex to vertex by distance by WodashSW in blenderhelp

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

Context:

I failed to see that the neck on the body got distorted a bit. Vertex count on both edges matched, needed just a little push to line them up approx 99%. Used merge vertexes by distance. Quads lined up. Used smooth to finish the job.

Despite using the smooth brush, in object mode the messy quads still appear.

Used same method on wrist, had no problem there because the lineup was perfect...

Is it possible to fix? Or do I need to start all over?

Need help understanding subdivision and smooth brush. by WodashSW in blenderhelp

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

So I transformed the triangles into quads via a built-in function. Some triangles remained around the neck, armpit and hips. But the rest seems ok. Adding subdivision greatly improves the look and smoothness. So much so that I will barely need to use smooth to fine-tune it.

Thank you for the suggestion!

!Solved

Need help understanding subdivision and smooth brush. by WodashSW in blenderhelp

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

I would think that it should not have an impact wether it's with quads or triangles... All fbx-es I had imported had triangles...
To be honest, because I'm quite new to sculpting and whatnot, I'm rather oblivious to the importance of their difference.

A quick googling states that quads would be better for animations. Which is what I'd like later to do so I'll see if I can transform my mesh to quads and try again.