Closed mrStafflink closed 1 day ago
I attached the mesh and bone with ctr+p then selected “Bone”. And everything worked and I was able to make animations of firing, while rotating horizontally machine gun tank.
While it'd probably worked in blender the correct way the addon expects is to parent the mesh to the armature and weight-paint it to the new bone. For your case simply adding all of the mesh vertices to the new bone vertex group should work fine.
It's just that the mesh is attached to several bones, (2 pieces of them) and I just shift+P created a copy of it, and then attached it with ctr + P selected the bone and the desired mesh and everything worked..... all 2 original and new bones interacted with the mash gun, and everything worked smoothly, as soon as I made an export, it broke everything in blender and in OE.....
Can this be fixed??? Or am I doing something wrong, sorry for my English as it is not my native language and I am writing with the help of a translator(
There are different ways for rigging and the addon currently doesn't support what you are trying to do. Here is the relevant video: https://youtu.be/DDeB4tDVCGY?si=TaPKgguCOBUSJdTV Right now the addon supports the first way with bone weight and you are trying to use the second one. I'll see how to implement it as well but for now I recommend using the intended way.
Ok, thanks for the tip, I'll try to study the video!
Yes, it worked, I highlighted and made atomatomat scales, and already in the meshes, I removed the extra bones that joined the meshes and left me 3 necessary bones, all works, in oe checked! Now the tank will shoot and do the recoil of machine guns, in the future, I probably will realize the machine gun, vertical aiming!
Окей, думаю можно перестать страдать с переводчиком. Я сделал новый релиз, теперь там можно привязывать меш к кости, как ты изначально пытался: https://github.com/amorgun/blender_dow/releases/tag/v0.14alpha10 Вообще странно, что в варианте с арматурой понадобилась привязка к трем костям, хотя изначально вроде бы работала привязка к одной кости.
No does not help, yes exports for some reason weights break, namely from red blender makes green weights....
The first photo is before export.
Second photo after exporting....
Becomes pale green, and all vertex groups in this mesh model....
Расскажи, что ты пытаешься сделать. Пока выглядит очень странно, у болтера нужна только одна кость, непонятно зачем ещё две надо.
I figured it out, to attach 3 bones you just need to make an accordion, like the first bone is attached to the second, the second bone is attached to the third, the third bone to the base of the main bone in the model..... I want to make a machine gun synchronization animation that the bones do not interfere with each other. You can look at the turret of the space troopers, there are a lot of bones, and animations work together. In one meshes (and colored in red weight) used 2-3 bones, and they do not interfere with each other, in the animation.
here are 3 bones in one mesh, and they're connected by an accordion.
And then all 3 bones work, the only thing left to do is to set everything up correctly in the animation so that there are no conflicts in the bones.
Yes! It works, on-board machine guns, not only shoot but also have a recoil and also when turning, machine guns smoothly turn and there are no conflicts between the markers!
It looks like this problem is solved so I'm closing this issue.
Hello! When creating a new bone or a copy of it, and then fixing it on the mesh, it all works in blender and you can safely customize animations, but after exporting the created bone is detached from the mesh and does not move the mesh..... if you import the same model, the bones are there, but the mesh is not attached...
The first photo, before exporting.
Second photo, after exporting and opening again this model in blender.
I attached the mesh and bone with ctr+p then selected “Bone”. And everything worked and I was able to make animations of firing, while rotating horizontally machine gun tank.