Difference between revisions of "Blender/Creature Meshes 101"

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→‎Blender work: blender method of weight debugging
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* save, I saved as "goatbones.blend", as we entered a new state of the process
* save, I saved as "goatbones.blend", as we entered a new state of the process
==== Debugging unweighted vertices: visual method ====


You can export your work now and look at it in NIFskope. The vertices you missed are drawn to the base of the world, which is luckily not that far away - in NIFskope. Below is an image with 4 errors I made in my weight paint job. They're a little hard to discern, because we assigned no material yet.
You can export your work now and look at it in NIFskope. The vertices you missed are drawn to the base of the world, which is luckily not that far away - in NIFskope. Below is an image with 4 errors I made in my weight paint job. They're a little hard to discern, because we assigned no material yet.
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You cannot yet put the model into the CS, as we miss a material and a UV map.
You cannot yet put the model into the CS, as we miss a material and a UV map.
==== Debugging unweighted vertices: vertex groups method ====
Actually there is a deterministic method to find that out which vertices you missed, right in Blender. I showed you the visual method so you can recognize it in NIFskope later.
Bone-weighting amounts to lumping verts together under a certain name (the bone name), in a vertex group. Vertex groups are created for you when you paint weights automatically. You can use vertex groups for other purposes, too, for example if you constantly need to re-select the eye, you can create a vertex group for that.
Vertex groups are found in the Editing Buttons, Links and Materials panel (leftmost). In weight paint mode it allows you to select "bones", in Edit Mode it allows you to select the verts. Verts are not automatically selected when you select the group, or deselected when you select another group - there are buttons for that.
That means when you want to find unweighted vertices, in Edit Mode,
* deselect all
* for every vertex group, hit Select button
* then in 3D view, Space>Select>Inverse
There they are. You can of course first select all, and then deselct the vertex groups one by one, too.
I ran into problems when I once tried to completely remove a vertex from one group, '''have a backup copy handy''' if you want to do that. I believe they must be weighted to 0 before removing them from a group, but I'm not sure.


=== UV mapping the model ===
=== UV mapping the model ===
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