Trin Posted March 15, 2017 Posted March 15, 2017 Hello everyone, I'm quite new to modelling for JKA. I've followed the Blender - JKA - Frankenstein Modelling tutorial that was quite helpful.So I managed to frankenstien my model into what I was looking for but comes an issue. My character has long hairs (barely to the bottom of her back) so naturally they follow the moves of the head during the animations, the issue is that they don't collide with the rest of the model and pass through it. Is there a way to avoid such behaviour and have the hair at least deforming instead of passing through? Thanks in advance.
Tempust85 Posted March 15, 2017 Posted March 15, 2017 You'll need to skin the hair mesh to the torso bones as well.
Trin Posted March 15, 2017 Author Posted March 15, 2017 Thanks, so I need to break the hairs into two peices and bound one to the torso ? Will it not act weird with the animations, like visible edges or cuts ?
Newmodder Posted March 15, 2017 Posted March 15, 2017 dont break it, instead select the polygons by the torso and edit the weights. If you would have deatched it the hair might move in 2 directions
Trin Posted March 16, 2017 Author Posted March 16, 2017 I don't really understand how it works. Do you have a reference model I could download to have a look on how it's made ?
minilogoguy18 Posted March 16, 2017 Posted March 16, 2017 You don't bind it to the torso, you can have up to 4 bones influencing a single vertex through bone weights. Similarly to how say the elbows and knees are weighed you need to do the same with the hair. You need to look up some tutorials on envelope weighing in Blender. Those frankenstien tutorials don't really teach you anything at all.
Solution Trin Posted March 18, 2017 Author Solution Posted March 18, 2017 I found out what was wrong : I was missing some vertex groups in the weight tool. It works fine now, thanks a lot for the help.
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