For some reason Mike never mentions this important option. (it would have been useful even in his example)
Instead of redoing each side of your bunny similar to in sculpt mode, both brush and weight paint mode DO have mirroring options. (well, one mirror option at least)
This mirror option is a checkbox called X Mirror, and in weight paint mode it is under the options tab. In hair brush mode, it is under the tools section.
@Michael_Bridges While i discovered these eventually I lost important time redoing each side until I discovered them.
Thanks for the heads up, I agree that this would be a useful mention earlier in the course- we cover much more of the painting in the Game Asset section and human head section too.
Mirroring might not be working because the animal isn’t 100% symmetrical? look at the y axis- is not running down the creatures middle so I’m guessing that’s why you are having issues.- it is working but there is nothing on the other side to paint to.
hmm the y axis shoudl be ok but now that you mention it… Perhaps some of it became unsymetrical when I merged it back together so I could lower the spine a little and indent the stomach
The mirroring with the weight paint didn’t always work especially on the rear of the animal; its wierd that the brush mirror wouldn’t work at all.
Initially I did have to modify my origin however. What happened was after I joined the body to the ear like you did in the video, for some reason the bunny’s origin became rotated pointing in the rotation of the ear. Which made no sense since you cant rotate the origin can you?
All I wound up with was the objects origin in a new location
Initially I fixed this problem by making a dummy object for it to join to, since mirroring around a mirror axis object was not working since the rabbit’s origin rotation was messed up. So maybe its possible actually that the Y axis isn’t perfect to the 0.001 digits?
Hmm but what about the origin being rotated? How is it possible I wound up with a rotated origin?
This might be useful as it has relation to a question of mine you answered on Udemy where I was talking about changing the transform gizmo. Its wierd that it became changed on accident.
A rotated Origin would imply that in object mode you rotated the object and haven’t applied the rotation.
Select the object CTRL A and apply rotation.
Ah rite I was just re-realizing this. I got a little confused. I wonder if there is somehow a way to change the way you edit verticies if this is possible. It would have been better if I posted this observation on the udemy question.
For instance instead if I wanted to move this tree’s corner outwards:
This is a weird way of doing it but one idea for getting a desired movement.
Wouldn’t it be nice if you could just choose which directional vector to move a selection upon? This was a premises of the Udemy question I mentioned.
I saw ben’s python course and thought of doing this myself in the back of my head. Haha but it might be a little ambitious and plus I should have most of the required skills to start my game after your course.
Well, assuming you go into how to animate organic things. But someone else noted technically this course is for modeling not animation. … So if not thats where i’d be going next
err… that and c++ networking in unreal. (@ben release that thing!)
Wouldn’t it be funny if you covered this plugin for our rabbit in unreal xD
that would be quite the bonus lecture for ben.
Or more realistically a way to get fur using a material instead of thousands of vertices would do, for either course.
Looks like neofur is for Unity aswell actually…
Although I’m not sure how it works since it makes use of these “morph target” meshes and/or splines. Perhaps it converts them to displacement data in a live fashion somehow.
hmm perhaps so, they forced me to learn a bit of python syntax in college and I absolutely hated it! (still had the best final though).But being able to code a plugin is a skill I never imagined I could be able to do, which is why that course did seem sort of interesting, even though breif.
But yeah this learning journey is already going past 3 months so it would be good to apply my knowledge soon.
I was hoping to maybe be lucky enough to see your Unreal Multiplayer course before I started, if its anywhere near finished xD. But I imagine the problems to be more conceptual then technical anyway, having looked at blueprints in the past. At the same time seeing advanced application of the principles would probably help to understand networking alot more…but I havn’t had a good look at this for a while so not entirely sure