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May 24, 2020 at 21:33 vote accept Ed Park
May 24, 2020 at 21:33 comment added Ed Park Hey that's a really handy suggestion (at time of this writing, face sets is a new feature in 2.83 alpha)! I'm going to have to play around with this because after creating the UV seams and trying to pose the various body parts I get mixed results (sometimes the parts get disconnected from each other and can't be posed). Failing that, I'm just going to have to go back to the drawing board and use a different character. Thanks moonboots!
May 24, 2020 at 15:09 comment added moonboots if not, there's a new sculpt brush in 2.8, a Pose brush that could help you to bring the mesh back to a T pose (seems much more convenient than doing it in Edit mode): youtube.com/watch?v=OrhfjhdlRUc
May 24, 2020 at 15:07 comment added moonboots if the author says it is rigged, then you should find an armature in the file, that could be brought back to its rest pose.
May 24, 2020 at 15:05 comment added Ed Park No, unfortunately, that's how the model came with the two figures already in that jumping/crouched pose. Is it fair to say it's game over with not having them in a T pose? If so, it confuses me that the author says that the model is rigged for animation as you're given the vertex groups but not the original armature.
May 24, 2020 at 11:56 comment added moonboots I think there are too many parameters there, maybe you should start from scratch, but do you have a rest pose (T pose) for your meshes?
May 23, 2020 at 17:07 comment added Ed Park Hi moonboots, thanks for the suggestion. I made a short screen capture of what happens when I try that; grabbing the hand and moving it results in the arm moving in an unexpected way. The bones are named correctly so I'm not quite sure why this happens (also, attempting to grab and move other bones doesn't always move the mesh). youtu.be/Fon7OT2nlok
May 21, 2020 at 6:43 history answered moonboots CC BY-SA 4.0