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  1. #1
    MSgt. Shooter Person
    Join Date
    Jun 2010
    Location
    Germany
    Posts
    285

    Default Skeletal mesh Blender to UDK = 1 vertex lost skinning weight

    Hi all,
    well the Title says everything already.
    I use Blender 2.6 and exported via Blender PSK/PSA Exporter.
    1 vertex of the mesh does not move in test anims. The whole skinning seems to be exported correct but this one vertex at the hand has no weight in udk.
    Are there any known issues or does someone know how to solve this problem?
    Thanks in advance for any advice

  2. #2
    MSgt. Shooter Person
    Join Date
    Jan 2011
    Posts
    187

    Default

    check back in blender, confirm that there are no overlapping geometry. recheck the weight of every bone and corresponding mesh, and export.
    ==============================
    UDK User
    Blender User
    Gimp User
    ==============================

  3. #3
    MSgt. Shooter Person
    Join Date
    Jan 2011
    Posts
    424

    Default

    has happened to me to, just paint on some extra weight on that vert

  4. #4
    MSgt. Shooter Person
    Join Date
    Jun 2010
    Location
    Germany
    Posts
    285

    Default

    Strange no double polys and the vertex has 100% weight I don't know what to do

  5. #5
    Marrow Fiend
    Join Date
    Jul 2006
    Location
    UT40k
    Posts
    4,182

    Default

    thats why i flood the whole mesh first, still got to learn weight painting in blender though
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  6. #6
    MSgt. Shooter Person
    Join Date
    Jan 2011
    Posts
    187

    Default

    Upload your blend file, so that we can look at it.
    ==============================
    UDK User
    Blender User
    Gimp User
    ==============================

  7. #7
    MSgt. Shooter Person
    Join Date
    Jun 2010
    Location
    Germany
    Posts
    285

    Default

    Okay I've done it. The bugged vertex had some influence from the root bone although I disabled deformation of that bone.
    The bugged vertex had only weight of one fingerbone. I increased weight of near located bones on that vertex and somehow it works
    Last edited by F4ll_ouT; 04-19-2012 at 06:51 AM.


 

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