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0

You can use the arrow dropdown menu to create a copy of the already painted vertex group, mirror it if necessary, delete the target vertex group and rename the copy as the deleted target.


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So I think I've found out what ended up causing this issue. With the base Rain Character download they come with a bunch of other actions that effect some acting bones on the face. I didn't see the point in having them at the time so I just removed them from the blender file. So far it seems like any modifications to these actions causes issues with base ...


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You can use the drop-down arrow on the right of the Vertex Groups interface and choose Copy Vertex Groups to Linked which will copy all VGs to objects which share the same mesh. It may overwrite data if the VGs already exist on target objects though. I did not test it. It will delete VG on target objects if they differ from the origin object.


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The above answer still keeps the instances with 0 scale, so if you use that in an object with a more complex geometry you will get lots of instances, resulting in an unresponsive viewport. I found using a "pont separate" node instead solves the issue, you use the vertex group as mask and the "geometry 2" output gives you only the vertex ...


3

Since Geometry Nodes, certainly in 2.93, you can reference any GeoNodes attribute in the 'Attribute' input to a shader tree. Strangely, I don't think you can get at a vertex-group directly (yet). You can do it by transferring the weights to an attribute created in the GeoNode tree. (e.g.) Attribute Fill your chosen name with 0, and Attribute Math add the ...


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So, after some digging, I've determined that the answer is effectively "no", most likely for the reasons above; but it's also redundant. You can easily simply UV-unwrap, and then texture paint any number of textures to carry your data in an R, G, B, or A channel; then reference the channel in the material. Or, given that your mesh is fine enough ...


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There were multiple problems with the mesh, but it all came down to materials being assigned to the wrong places. The shirt material was assigned to the head, mouth, and eyes. Create new material slots for these areas, select the already working-on-other-character materials from the list of options for each slot rather than creating new ones, and assign them ...


3

Change the value of NurbsObject().data.splines[a].points[b].co, checking points[b].select if you'd like to restrict to only currently selected points: def AnisotropicRandomizePoints(scale=(1,1,1,0), points=None): """Anisotropically randomize the coordinates of NURBS points. Accepts a sequence of length four as its first argument, ...


2

Quick and dirty solution : Scale everything by 0 along Z axis, then Apply Scale. Example : import bpy bpy.context.active_object.scale[2] = 0 bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)


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The weight painting is probably off. To fix the teeth find the vertex group with the weight painting for the head first. The bones of the armature have vertex groups with the same name. I don't know if the teeth in your model is a separate object. In my model, it is. Select the head object, go to Weight Paint mode and search the list of Object Data ...


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I have found a python solution to effectively find vertexes to pin. I the base/complete mesh, I first defined a Vertex Group called "pinned". The hair was a series of meshes, so I first separated each into its own with the Edit Mode Mesh "Separate" "By Loose Parts": I created a "pin.target" object near the crown of ...


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