• [Blender] Shoulder problems causing weird arms on playermodel
    5 replies, posted
i cant seem to work around the fact that the shoulders are too small and i dont want to re-do them but the arms ends up looking autistic in-game i dont even know what this is called (this problem) so i figured people around here could be helpful :3 feel free to post anything or ask anything regarding this because i probably need to post more info about it https://files.facepunch.com/forum/upload/175192/b1fa764b-bca6-423d-9859-a74e67988d5a/image.png https://files.facepunch.com/forum/upload/175192/3005ef5d-93d7-4861-903c-5a5ea588dcc7/image.png https://files.facepunch.com/forum/upload/175192/67bb8290-3187-4a47-91fb-7fda4dd3005b/image.png
The rigging on your model is bad. In essence rigging is how much weight a bone has on a vertex of your model. For example, if your shoulder bone has a weight of 1.0 that vertex will 100% follow that bone. If it's split .5 .5 with the shoulder and forearm bone, it will 50% move with the shoulder, and 50% move with the forearm. I'm unfamiliar with how blender works, but this video can provide more insight as to how to rig. As for getting it correct, that's something that comes with practice. https://youtu.be/cGvalWG8HBU
i know that at a basic level but the problem is i have to use the reference bones as standart animations was made according to that bone set or whatever its called thats what im trying to work around because i have no idea how to do the animations
So, you have a rig that is pre-setup to work with some animations? Essentially, all you're doing is re-targeting this mesh to the rig? If so, all you really need to do is parent the character object to the Rig object in Blender and use automatic weights option (How To Guide on that). I believe you can also go to edit mode on that rig and readjust the positions of some of the joints to better fit your model, the animations should still look ok (move them too much and things can get out of whack.) I find that the automatic weights produce generally good results, you shouldn't get any crazy errors.
You'll have to fudge the model to fit the skeleton in that case.
everything else but the shoulders sit in with the pre-setup but since i have to relocate the shoulders too much thats when it starts to get whacky i already went with the automatic weights option and thats fine on that side but i think i'm going to add some extra bs on the shoulders just to make them easier to work with
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