Will see What’s the problem?
Uploaded my newest addition. There is somewhat of a mesh issue (not really a big deal). Overall, this one looks a lot better and rigs pretty well to the avatar. Let me know if this one is to your liking. I hope it can be published soon.
Hey!
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There seem to be a hole in the model here:
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There seem to be a severe UV distortion issue here:
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Looks Like the visor and the body of the cap are skinned to more than one bone. Consider rigging all the geometry to the head bone only, because atm the cap splits into parts when playing an anim:
Cheers!
Do you have any suggestions on fixing the hole? It’s doesn’t show up on my preview on blender.
Skinning the whole model to one bone only should help.
Cheers!
So when I turn this modifier off, it seems to make the double mesh openess go away; however, it stops rigging to the head of my model. Any ideas on how I can fix this to where it rigs to the model’s head to keep it for following.
The main issue I believe has to do with this modifier. It’s what’s keeping the hat on the head; however, it is also ruining the hat mesh when I run around or jump (creating that openess effect). Any suggestions?
I think the problem is in the model being rigged to several bones simultaneously. You can paint weights so that the whole mesh is rigged fully to the head bone.
Cheers!
It’s only rigged to the head bone.
I painted the whole hat red too
The logo is set to automatic weights to the head bone or else the logo does this weird circling pattern.
Might be problem with two Armature modifiers being applied at the same time then. I’ll check the model once I’m at my PC.
I have also tried removing that initial amatature modifier then creating an empty axies where the hat is located, given a rotation and location constraint for the hat to follow the empty axies location, paired the hat to the empty axies.
IDK what else to try.
And no, see I tried removing one of them and still had the same issue. I can send you the blend file with the link below. I will be back in a couple of hours.
Let me know if you have had the opportunity to look at it.
Hey! As I can see, geometry in the file you sent was not rigged to bones at all. I tried rigging the cap to the head bone in 3Ds Max, and no splits appeared.
Blender does autorig the upper part of the visor to the Neck bone, it seems. Just clear all the weights for this (and some other may be) bones and make sure the mesh is fully rigged to the Head bone.
CHeers!
I cleared the weights and rigged it to the head; however, when I go to preview it on decentraland, the hat is on the floor. Doing autoweights doesnt help either.
Could it be the way I am exporting the model? Can you give it a go on your laptop or pc (make those changes you suggested because I have tried that several times) Only if you have a chance. Really sorry to make you do all this work.
Mine’s ready for review.
Hey! All is good, but please, make the thumbnail’s background completely transparent.
Cheers!
Hey AdreusAs, try now and let me know what you think.
It’s checkerboard pattern in the background atm.
All you need is to basically make sure that transparent backgrounds (not exact named of the option) are enabled in Photoshop (or similar program), remove background from the picture and save as PNG with alpha.