Post by inabadromance on Jun 13, 2018 20:38:16 GMT -5
Hi! This is probably related to vertex paint, weights or uv_1. Delete all bones and re apply it again. You should only have 1 uv map so delete any other if you have them.
If you're still having issues, please share the blend file.
---------------------<3 Please don't contact me via DM or elsewhere asking for assistance on matters that are being discussed on threads. It's better to keep the conversation in public so others can read and learn too. thanks!
The weights look fine as far as I can tell. But your uv_map should be named uv_0 Maybe the issue is created due to the total absence of uv_1 I kinda doubt it though as the only thing it should do then is not allowing you to use sliders with the object which is most certainly wanted. I would still create the uv_1 but leave it as a simple dot so that it doesn't affect anything, and do the vertex painting as well, for the sake of testing.
Although you can msee if the deformation is consistant in game or if it only happens with some hand movements or so.
PS : I do not recommend mapping the uv where you did, this area is reserved and used by lots of clothes. I would use the hat texture slot probably to still have a nice amount of space. But it's your choice ^^
Please do not contact me via pm for help and simply post in the appropriate section of the forum so that everyone can see and help you there.
Thank you as well for the advice ^-^ I was actually planning to move the textures into the Hat area once I resolved this issue, so I'm glad we are in agreement about that.
So I actually fixed this mess. I was probably making some kind of n00b mistake.
This is what fixed it for me:
1.) I exported the entire gun mesh as an obj and then imported it again. This must have cleared out some Blender bugginess.
2.) I renamed the gun's uvmap to uv_0 BEFORE merging it with the s4studiomesh via Control + J.
I vaguely remember deleting the mesh from the s4studiomesh before merging it with the gun obj <= probably shouldn't have done that. I suspect Blender was replacing s4studiomesh's uvmap with the one from the obj which must have been missing some sort of critical reference data. Renaming the uv before merging seems to have fixed it. Oh, and the mesh is using both uv_0 and uv_1. I cloned the earrings.
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