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Cannot Export Unweighted Verticies


ashtonlp101

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So I'm attempting to add static objects to a creature (Super mutant) but I've noticed sometimes Blender will be a complete a**hole and not allow me to export my nif because it has "unweighted vertices". All I do whenever I add static objects to a creature is parent the objects to the skeleton then use blender's bone weight copy script (usually do quality 2 or 3) on said meshes. Is there something I'm doing wrong? Whenever that popup happens it highlights the entire mesh that I've put on the creature.

Edited by ashtonlp101
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You're probably not doing anything wrong. Blender just can't figure out how to do the bone weights. Blender can be a bit mentally challenged at times.

 

If you are adding a static object, you probably want all of the vertices on that object to be weighted to one bone anyway, otherwise the static object will deform as the creature/person moves. Select your static mesh (after it has been parented), go into weight paint, find the bone you want to weight it to, set the weight to 1 (100 percent) in Blender (you might need to paint at least one vertex at this point), then press F to go into face mode, A to select all, and shift-K to assign the weight value to all selected vertices.

 

If you do want the object to deform as the creature moves, then you'll have to go in and paint the weights yourself. If it's selecting the entire mesh then chances are Blender is just getting itself confused and is just saying "Here, I give up. You do it yourself."

 

Edited to add:

 

You might try using Blender's Create from Bone Heat option when parenting the object. That might do a better job of assigning weights to the vertices than the bone weight copy scripts. Then again, might not. Depends on the mesh.

 

Another trick that I have found is that once you get some experience with Blender, you can start to predict what it's going to do right and what it's likely to screw up. You can sometimes resize or deform your mesh so that Blender will assign all of the weights properly, then edit the mesh after the weights are assigned to put it back into its original size and shape.

Edited by madmongo
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You're probably not doing anything wrong. Blender just can't figure out how to do the bone weights. Blender can be a bit mentally challenged at times.

 

If you are adding a static object, you probably want all of the vertices on that object to be weighted to one bone anyway, otherwise the static object will deform as the creature/person moves. Select your static mesh (after it has been parented), go into weight paint, find the bone you want to weight it to, set the weight to 1 (100 percent) in Blender (you might need to paint at least one vertex at this point), then press F to go into face mode, A to select all, and shift-K to assign the weight value to all selected vertices.

 

If you do want the object to deform as the creature moves, then you'll have to go in and paint the weights yourself. If it's selecting the entire mesh then chances are Blender is just getting itself confused and is just saying "Here, I give up. You do it yourself."

 

Edited to add:

 

You might try using Blender's Create from Bone Heat option when parenting the object. That might do a better job of assigning weights to the vertices than the bone weight copy scripts. Then again, might not. Depends on the mesh.

 

Another trick that I have found is that once you get some experience with Blender, you can start to predict what it's going to do right and what it's likely to screw up. You can sometimes resize or deform your mesh so that Blender will assign all of the weights properly, then edit the mesh after the weights are assigned to put it back into its original size and shape.

Thank you, Mongo!

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