I'm having an issue at 12:00 When I rotate the jaw it bends it sharply (pulling the entire mesh area).
@MalikoseStudio2 ай бұрын
After using "Set Parent with Automatic Weights", avoid reassigning or Removing vertices that were originally assigned by the Parent process. If this doesn't resolve the issue, you may need to correct them using "Weight Paint". You should select only the top teeth and remove them from "jaw.master", assigning them instead to "Spine.007". Similarly, for the bottom teeth, select them, remove their assignment from "Spine.007", and assign them to "jaw.master". This should resolve the issue in the rigging process. If you still can't fix the problem, you can Dm me on Instagram "instagram.com/malikose_studio/"
@angelajesslyn54744 ай бұрын
Hi, in 13:53 mine not bending as look like in this tutorial. Do you know where is the problem? Thank you
@MalikoseStudio4 ай бұрын
make sure you've set the transform pivot point to 'Individual Origins' as the tutorial suggests. This allows each selected component to move independently.
@jasonwilliams87308 ай бұрын
I love rigify but as of 3.6 and 4.0 at least for me something changes on the horse after exporting. The changes happen inside of blender itself so I don't believe this to be game engine related. As soon as I export the horse it is as if someone went in and changed the front heel rotation on every keyframe I saved. I tried using the wolf as workaround but it did the same thing. I have done a few horses and wolfs with ease in the past so idk what I am doing wrong.
@MalikoseStudio8 ай бұрын
Try different export formats. I think this will help.
@jasonwilliams87308 ай бұрын
@@MalikoseStudioThanks for the tip. I have tried fbx and gltf so far. I might be limited on what formats I can use for godot but I will give it a go :)