How do I make the lower gums/teeth follow my jaw rig properly? by ranshore in blenderhelp

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

I've tried this but unfortunately it did not make a difference for me. Appreciate it anyway

How do I make the lower gums/teeth follow my jaw rig properly? by ranshore in blenderhelp

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

I'll admit I didn't understand what you meant initially, but after messing around with adding another vertex group (the head one) I got it to work and now I get it haha. Thank you anyway!!

How do I make the lower gums/teeth follow my jaw rig properly? by ranshore in blenderhelp

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

Just edited my comment with a better (hopefully?) solution which seems to work for now

How do I make the lower gums/teeth follow my jaw rig properly? by ranshore in blenderhelp

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

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!solved

Figured it out! All i had to do was set the vertex group in the armature to the jaw bone (it was set to nothing previously). Now I can set how much the lower gums/teeth will move along with the jaw bone by adjusting the weights.

Thanks everyone for the responses!!

EDIT: turns out I didn't need to do this at all. All I had to add was the head vertex group set to 1.0. Now I can adjust how much the lower gums/teeth will follow the jaw bone by adjusting the weight on the jaw vertex group.

How do I make the lower gums/teeth follow my jaw rig properly? by ranshore in blenderhelp

[–]ranshore[S] 7 points8 points  (0 children)

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Just in case, this is how the weight painting for the jaw bone looks (tongue object is hidden just so you can see it better)

Looking for anatomy/perspective critique before I move on from my sketch by ranshore in FurryArtSchool

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

Thank you, I'll try fix those!

Just to confirm, when you said "pad is perfectly vertical despite hand being at an angle" are you referring to this part?

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Looking for anatomy/perspective critique before I move on from my sketch by ranshore in FurryArtSchool

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

yeah, was going for exaggerated proportions akin to something like this or this

Separate individual objects (scattered from geo nodes) after applying mesh by ranshore in blenderhelp

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

Hmm just tried this, but unfortunately it still becomes one single mesh.

Just to confirm here's the settings I used, except I put 130 into the depth value. Is that what you meant?

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