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Blender - Weighting question


Maui

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Well, I've got no "model" in particular.. but I'm importing Skyrim armor pieces. I'm planning to import a full Ulfric Stormcloak into jka.

Like this armor piece over here:

(It's not weighted properly, I've just done something so the glm could be exported)

 

2d194e981c.png

4ddc0f656f.png

 

 

Amazing! D: can you pass me the model if you will go success? D: (sorry i am good for rig into 3d max, but not in blender :\ ) but with blender there is a plug in that can allow you to see the weights of the glm you import on it by JKA base assets models. @@Cerez sure could tell you more about it. :)

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@@Asgarath83 afaik @@Cerez is using max too

 

@@Maui - you said you found tutorials covering the theory but no practical examples - but do you have any specific questions ?

Every model is different and therefore not every model is weighted in exactly the same way

 

here's something that could help you - this tutorial was designed for 3ds max but covers a bit of weighting later on

http://www.psyko3d.50webs.com/tutorials/skin_modifier.htm

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@@Maui, I recommend that you import a couple of Raven and community models first, and study their weighting via Blender before attempting to do it yourself. That's really the only way to learn it.

 

Read through Psyk0's tutorial on the subject in the link @@AshuraDX kindly provided for you above, and then you'll need two things to get importing GLMs with weights happening so you can study them:

 

1. Blender 2.68 for your platform: http://download.blender.org/release/Blender2.68/

2. @@mrwonko's plugin suite: http://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/

 

And this is an overview and introduction to Blender's weighting interface that I found useful in my studies:

 

Kualan and Asgarath83 like this
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Importing models is of little help; weights are imported as vertex groups, while manual weighting would preferably be done using bone envelopes in my opinion. Manually weight painting seems vastly inferior to me.

Envelopes are great for a quick base - you'll still have to tweak individual vertices or groups of vertices from my experience

Asgarath83 likes this
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