A few tips: To get the tail to be fixed to the back, instead of doing that odd rotating-out-of-the-body thing, you can keep the Pelvic Bone's vertex group, select the Pelvic Bone and go to Weight Paint and everything you put to 0 on that inside-the-body part of the tail in this video, you paint at full strength for the pelvic bone. This makes it so that the tail is fixed inside the body. To make the joints of the tail look smoother, you can use ctrl+R between two edges to create an Edge Loop, slide it almost all the way to the edge between two bones and repeat the process on the other side. Do this for all of the tail's "joints". This will make the tail joint bend rather than distort. When saving in incrementing numbers, like you do here, there's a plus sign button next to the "Save" button (in the Save menu). Clicking that will save the file as a new file with the same name plus an incrementing number at the end. Finally, Bento also allows partial bone usage when uploading animations. This means you don't have to just delete the vertex groups, you can delete all the bones you don't need. No more hiding and unhiding and fiddling in several menus just to get the bones and groups you want. This also means you can delete the entire Avastar model after you're done, so you don't accidentally upload that as part of the mesh (and waste upwards of 25L$, even if you find a way to hide it in SL). I am not certain, as I haven't tried yet, but to me it sounds like only using the bones for the tail while animating the tail also means you don't have to fiddle with priorities for the animation when using in combination with other animations (like regular humanoid walk animations). Just remember, if you're using the first tip I gave, you're gonna have to find a way to not override the pelvic bone animation for the walks etc.. This could be done by fixing the tail to another bone than the pelvic bone, but that might not always look as natural, as the tail may bend or swing when a bodypart other than the pelvis moves.
@andiegenesis367
7 жыл бұрын
wow Great tutorial!! i love the way you explain all detailed... awesome work! i can wait for see more bento avastar tutorials ! haha and you are right! weight paint is a pain in the ass! lol
@umikodragon930
7 жыл бұрын
I watched this video for my first time trying to rig something, and I just wanted to give a little bit of critique. >.< If you go to hit a button, please do tell the viewers why, or what it does. I got confused when you went into multi paint and hit a button i didn't see what it was at the bottom. Also, I discovered on my own, it's probably rather beneficial to make sure that there's vertices at the joints. :P that way they have something to bend on. Edit: also, you can go to the avastar tab to hide whole groups of bones, you don't have to do it manually.
@THX11382
7 жыл бұрын
Thanks for the great video! I hope you can make some more...maybe for wings! Is there a "safe" way to delete the unnecessary vertex groups BEFORE adding a mesh object so you can save the .blend file to a 'ready to add a tail' sort of thing? Amplify your awesome.
@fancyfairyangela
7 жыл бұрын
Yes please! It seems so simple, yet I don't see any tutorials for a "attach your own wings" sort of animation.
@covenevent6500
7 жыл бұрын
Now when i upload the tail i have a jagged line at the bend directly in the middle that i cant seem to get rid of. Ive rerigged so many times and its smooth in blender but as soon as its uploaded in world the jagged bend shows up
@carlossotojr9669
7 жыл бұрын
What website are you useing to make that
@VincentMothling
4 жыл бұрын
I have a werid lump on my tail that won’t move with the bones
@АртёмБожко-х3м
7 жыл бұрын
16:10 Please tell me what this is for the program?
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