Wrong mesh mapping when using new skeleton set


Looks like this is something new to report as a bug, or maybe an exported set is not compatible against other sets. So to fix the facial glitch issue, I decided to default the skeleton positioning using exported skeleton set (usually as YFT file) but somehow, the skeleton set is glitching the weight painting of vertices, particularly head and hands.


This pic is my attempt to default the hands skeleton using the exported one from base Boruto, but after importing, the weight painting is screwed up. Notice that SKEL_R_HAND is supposed to map the hand and end of the jacket's sleeve, but it was supposed to map one level below it, which is SKEL_R_Finger00. Funny thing is, the most end of the hierarchy (SKEL_R_Finger42) lost its mapping.

Same goes to head mapping. Some reasons tell me that the mapping has gone wrong when I delete few skeleton hierarchies. For example, the FB_Jaw (human jaw) lost its mapping and (maybe) mapped to somewhere else I don't know where. And what appears to be full head map (SKEL_HEAD) was mapped to RB_Neck_1 instead.


Well, resetting means one thing: redo exports using new skeleton set. But I'll be honest here, it's either a new bug or exported skeletons cannot be used with each other. The only drawback/solution is to base skeletons on default (home/first import) set.

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