Costume Damage texture - easier to copy mesh weight from main body than redo the weighting


Just discovered the fact that I have no need to weight the mesh on the costume damage texture - the simplest way to do it is to just copy the mesh weight of the main body to the costume damage texture that is placed on same layout as the body. This should save the time, however, and I just confirmed it.

There's an interesting fact regarding this one, though, when you copy mesh weight from one bodypart to another. Vertices that are not weighted previously will be weighted by calculating the position from source vertex to destination vertex. This should literally save time as all weight information from the main body vertices will be saved, and whether it's copied from source to destination, it will calculate the position and then weight them properly.

I should have known it on the first place, so I could save time on making first 3 peds that are Boruto in different outfits and appearance, but... oh well. If I deemed to find faulty weight on the costume damage textures, it'll be an easy fix on my end. The interesting thing is, 2 peds that are Boruto, one without ninja shoes, and one with Naruto's classic jacket, they use the same mesh weight as the first Boruto I modeled earlier, if the positioning is right. It's trial and error. You could end up having meshes weighted wrong because of improper size and thing. And do note, the difficulties in modeling a small-sized or non-proportional ped like Boruto or any children model are skeleton redesigning (so that it matches exactly as the model it is sized) and weighting the mesh. You can't just copy mesh weight from original ped to a modded ped that is out of proportion (1:1 size), and to be frank, when you move the bone somewhere while Inverse Kinematics is/is not active, for example, the whole upper bodypart is moved instead of one mesh part that is moved. This is why to achieve the next level ped rigging like rigging Boruto peds, ZModeler 3 will be the best preference than GIMS Evo for Autodesk 3ds Max.


This post also comes with the progress update. Sarada model is almost finished; just in time for rigging the face. After that, Mitsuki's next.

Konohamaru (adult version) seems pretty simple with a bit difficulty considering the meshes are somewhat broken when repositioning them (bug with OBJ export from Noesis?), so there will be a skeleton readjustment. Nuff said about this one, though.



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