Change Vertex Groups after Using Transfer Utility

DefenistratDefenistrat Posts: 68

A few months ago, I created my own gloves for a new user contest:
 

image

Note that for each segment of the finger, there's an overlap that goes over the knuckles. The Transfer Utility is is making thos overlapping pieces part of the previous segment, because those vertices overlap that segment. 

Back when I first made this, I found a way to change vertex groups in Daz, but... it wasn't really easy to use. At least, I couldn't figure it out. Now that I am working on this again, I am trying to export the mesh that I have already fit using the Transfer Utility and change the vertex groups in Blender. But when I export it back in, it's just a plain obj again. I don't know how to now use it with my characters without using the Transfer Utility again, which recreates all those groups again.

Can anybody provide me with some direction to fix the vertex groups created by the Transfer Utility?

moisture.jpg
1040 x 643 - 392K
Post edited by Defenistrat on

Comments

  • You can edit the groups with the Geometry Editor. However, they are used purely for selection - if you want to change how the parts bend you need to edit the weight-maps, using a mixture of the Geometry Editor and the Node Weight Paint Brush to select the areas that are going with the wrong finger and fill their weight mao for the right finger with (I would think) a value of 1.

  • DefenistratDefenistrat Posts: 68
    edited February 2017

    Thanks,

    I was really looking for a way out of using the Geometry editor, but after finding the "Select Connected" ability, and read up on painting weights, it wasn't so bad after all.

    Here is the updated image. It's doing what I want... but now it helps me see that I am not entirely happy with the mesh... XD

    fixedHands.png
    1040 x 643 - 891K
    Post edited by Defenistrat on
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