#Multimesh armature
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Right right. Jannis has stated he plans to do this during the next update, but I don't necessarily expect that to be super soon seeing as he still needs to do patch work on 5.0.
There is a pretty easy way to keep this "segmented" system. This is my workflow for these:
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Make your skeleton, don't worry about assigning anything for now.
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Make a duplicate of your meshes and groups and keep them safe in a group so you ca reference the locations of all of your meshes. Keep the original in a folder, lock it, and hide it. You can also make a backup if you'd like to preserve the pre-skeletoned model.
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Take the duplicate meshes and dislocate all of them from thier groups, so you just have a big pile of meshes lying around.
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rearrange all of these meshes in space so that you can easily select all of the vertices (Take apart all the limbs and stuff so you just have a bunch of floating components.)
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Convert all cubes to meshes (if you haven't already. Now, Go to mesh selection mode and select everything in the workspace (This should NOT include your skeleton or the original model, only the duplicate you ripped apart). With that selected, merge meshes.
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Weighpaint each respective floating floating component by selecting all vertices on said component and assinging the weight value at 1 to it's respective bone. With all vertices selected, you can move this component back to where it should be. If you're unsure where it goes, you can unhide your original model briefly to check.
Hope this helps!
i have done it recently and there are few issues
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there is not god way to export it so you can use it in blender so if you want use blender just rig it there
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if you have duplicated meshes there is an bug that will replicate weight on all duplicates and only way to fix it for me was to export as obj and import it again
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export it as a .glb. That's what I do.
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You are duplicating meshes, yes, but you don't care about the weight painting on the original. After step 6, delete the original folder containing the original model. You don't need it anymore.
This is the method that I have been using.
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glb only exports one mesh so when you have multiple meshes it will only export one of them
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i meant when you duplicate one part like upper leg and reuse it as lower part then even if you change it a bit it still copies weights see this https://discord.com/channels/314078526104141834/1429771308920475698
okay so better to just rig on blender from the beginning
ya that's what i've wen't with for now also if you stuck with how to do it then i've used this tutorial https://youtu.be/HjGOeg2PO8Q?si=GJwDYjBRk8zYL86R
This was a great project to help show off how to rig mechanical bodies. There will also be a second video focusing on how to rig pistons and cables but the video was just getting too long to include it here as well.
I will of course be sharing the rigged file for those on the 3D Design File tier of the Patreon as well.
Check out the Patreon: ...
For multi mesh rig I mean
Thanks for your help mate 😄
yes multi mesh is not very nice currently to work with if you can make it sigle mesh then it won't be much of an issue
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Yeah, that's why you follow the instructions I provided earlier.
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Make your model before weight painting it. This is true for Blender as well.
I suppose you could do this method, I used to do that before 5.0. It's significantly more complicated and tedious than just rigging in Blockbench though and then applying constraints in blender though.🫤
" With that selected, merge meshes." ok sure i missed that it still sucks cus weight paining solid parts when they connected is annoying
🫤 ...
Step 4 ringing a bell?
ok now i understand but still kinda feel like its still too annoying
Weightpainting and Annoying are synonyms.
ya for solid meshes there should be way to just parent to bone but well that still leaves the issue of exporting it into blender
Jannis said that in the next update (5.1.0 probabaly because this would be a feature addition and not a bug fix) He will be implementing this. Enough people have been asking for it.
What I figure will happen is that you can make your mesh the way you want to, and then when exporting the model will be baked as a single mesh.
i would like to preserve separate meshes but even if not it would be a big upgrade anyway
Hey @obsidian folio and @surreal forum the new Blockbench update fixed this. You can now make multimesh armatures.
Love
nice thanks for info
its gonna be so much easier
Agreed. I'll need to test it out more.
Everything even groups can be put in the armature
So thats great caus you can now mix between 100% weight painted model ,and other model like torse as a 2 bones weight painting
For exemple spine / torso
man now i wished i'd waited a week before starting my project well too bad
what do you mean ?
i've started creating robot model for my project like week ago and wasted few days trying to weight paint it and export to blender with no luck
well can't predict future
Yeah its a weird case sorry for you 😄
now if i can figure out pipeline thats would only leave rendering to blender then i will be happy
But have you all part separated somewhere ?
ya i got few safe files in diffrent stages
Okay so you can reinport everything in BB
yes nothing really lost just gotta redo rigging again
hehehe the practice is valuable! I was messing with the rigging system all throughout the beta and must have rerigged the same model a dozen times!
ya happends but it always is painfull to try and try again to just find it dose not work at the time
Well, things just got a lot easier for us! Being able to have multimesh armatures means we won't have to worry about weightpainting anymore, and it opens us up to be able to make blended soft & hard body armatures!
it really makes me want to do some kind of animal robot hybrid
Maybe when I get around to a tutorial I will make a cyborg character.
will be great to see that