Timeline for Bone heat weighting: failed to find solution for one or more bones. Confusion
Current License: CC BY-SA 4.0
8 events
when toggle format | what | by | license | comment | |
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Feb 15 at 1:12 | comment | added | Evie | Ok cool cool. With that in mind I'd imagine that remeshing 'smooth' is far better than straight up decimating? Especially when dealing with a high- to low mesh? Was playing with varying octree levels and when comparing that to the decimated mesh, one seemed much more symmetrical - which I would assume may not inherently be the end-all-be-all ( for particular asymmetrical things) but a good practice, especially for non-awful rigging? | |
Feb 14 at 16:44 | comment | added | josh sanfelici | If the shader is emissive, you can bear most of the ugly topology, because many shading artifacts will be invisible. In case of standard 3D shading you would have to retopologize the model, using only quad (or nearly). This is my file (you'll have to set emissive shaders instead of Principled BSDF). <img src="https://blend-exchange.com/embedImage.png?bid=dm63yVSR" /> | |
Feb 14 at 16:05 | vote | accept | Evie | ||
Feb 14 at 16:04 | comment | added | Evie | Darn it. Oh well. The emissions shaders were because I was using a pixel art shader so it could be rendered with an orthographic camera into a sprite sheet. I do have a question (On mobile - I have no clue how to indent or seperate) the issues present - the all-triangles, non-mainfold etc, how would I avoid these same errors? I had abused the decimate function, but as you can probably tell, I'm fairly new to blender. Anyways, thanks so much | |
Feb 14 at 8:27 | comment | added | josh sanfelici | I updated my answer. | |
Feb 14 at 8:27 | history | edited | josh sanfelici | CC BY-SA 4.0 |
added 726 characters in body
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Feb 14 at 5:38 | comment | added | Evie | Unfortunate. The .blend file is a backup I made and from my day-long list of testing to find the problem I have an idea that either the head apparel or the torso and chest mesh is messed up. Even when using different meshes for the character, face apparel, etc, the error still remained the same. Rest assure I have tried all of the suggestions above. My final guess is that multiple meshes are broken (maybe sketchfab has a disclaimer of what can and cannot be rigged, idk) <img src="https://blend-exchange.com/embedImage.png?bid=4mXkVdqg" /> | |
Feb 13 at 6:55 | history | answered | josh sanfelici | CC BY-SA 4.0 |