04-16-2018, 11:56 PM
(04-16-2018, 09:59 PM)Yami84 Wrote:(04-16-2018, 03:41 AM)ToukoKino Wrote: EDIT 2: working with poppi now, everything is fine except for this strange piece of her right arm that for some reason is tied to her left arm's movements. (Its the small orange circle to the right of her cape in this image.
There's a weight paint issue with that, to fix it go into pose mode and select the bone JU_elb_L (if you havent renamed the bone btw) and then select the metal body mesh and with both selected go to Weight Paint Mode (or press Ctrl + Tab) you will see the circle has a bit of red area like this.
Using the substract brush delete the weight in the circle part and should be fixed.
Now you see there's another issue since there's no paint in that circle, change the brush to add this time and add some weight paint over the circle and you're done.
On a side note has someone figured out whats a good node shader to achieve the purple dots in Homura/Pyra's chest area? (For Blender)
Ah thanks, unfortunately I don't know how to get the purple dots in Blender but managed to get them in Unity. I made the AO texture into a new material and dragged it into the black part, using standard shaders and making the purple texture the "detail albedo x2". Unfortunately this doesn't effect the tops of her boots but considering the newest version of CATS can seperate things by "loose pieces" this could be possible if you manage to connect it in blender or something, but I don't know how to do that.
The eyes on all the models don't work right now, with Morag they're almost permanently pointed upwards and pyra's go all downward angled, picasso-esque. I might consider just eliminating the visemes since I didn't have these issues with Pyra before I took the model Snowy uploaded and added the visemes in. I can't seem to actively control how much the eyes twist and turn on my end through blender (it doesn't seem to take any of my changes into account, or the way that unity handles the eyes messes it up.)