After months and months of study, I've finally figured out most of the problems I've been having with the character models in Bayonetta. I am so close to putting Bayonetta herself on TMR, but there's just one teeny, tiny problem: I need to re-rig her fingers.
The reason I need to re-rig them is because when I rip any model of Bayonetta or Jeanne, they always have multiple sets of fingers on each hand for some odd reason. I've explained in the past that Bayonetta and Jeanne's shadows are caused by invisible, "junk" meshes that are only visible in a model viewer, but the "junk" meshes are not the reason for these sets of fingers. I've taken a look at Anarchy Reigns (another Platinum game) as well, and the characters there suffer the same problem. Since deleting each polygon in these extra fingers is extremely tedious, I just delete the entire mesh that contains those multiple fingers, so that there's only one pair like how it should be. However, this pair isn't rigged, so I have to rotate and move the bones into new positions.
Unfortunately, the only way I know how to rig a non-rigged bone in an armature that is otherwise rigged, is to weight paint them. Not only is this very, VERY time-consuming, but it's also very troublesome, as I never know what the proper weights should be, or if I colored a neighboring finger by accident.
Does anyone know an easier, less troublesome, less time-consuming method? (BTW, for those wondering, I'm using Blender)
The reason I need to re-rig them is because when I rip any model of Bayonetta or Jeanne, they always have multiple sets of fingers on each hand for some odd reason. I've explained in the past that Bayonetta and Jeanne's shadows are caused by invisible, "junk" meshes that are only visible in a model viewer, but the "junk" meshes are not the reason for these sets of fingers. I've taken a look at Anarchy Reigns (another Platinum game) as well, and the characters there suffer the same problem. Since deleting each polygon in these extra fingers is extremely tedious, I just delete the entire mesh that contains those multiple fingers, so that there's only one pair like how it should be. However, this pair isn't rigged, so I have to rotate and move the bones into new positions.
Unfortunately, the only way I know how to rig a non-rigged bone in an armature that is otherwise rigged, is to weight paint them. Not only is this very, VERY time-consuming, but it's also very troublesome, as I never know what the proper weights should be, or if I colored a neighboring finger by accident.
Does anyone know an easier, less troublesome, less time-consuming method? (BTW, for those wondering, I'm using Blender)