Primal Carnage: Extinction

Primal Carnage: Extinction

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Weight painting dinosaur mutations guide
By Cobalt Netherwing Drake
Weight painting is a new way to add to mutations and create more different creations.

This guide will tell you how to do so.

This information comes from Spinoraptyrex. Im just here to send this information to all of you by creating this guide!

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If you select part of the model and then swap over to weight paint mode, you can enable the paint mask (first button next to the dropdown to swap modes) which allows you to paint freely without messing up area's that you don't want to touch.
This is very usefull when adding spikes and such and you want to only paint them instead of the body where they attach.

On the top of the screen you can find brush settings. In 'Brush' I disable the front faces only setting. In 'Fallof' I set the fallof shape to projected. This makes your brush paint through all mesh, so even in places where several bits of mesh might be close together you won't miss painting any spots.

There is a sample weight tool on the left side, you can use that to take the weights from the body where a spike connects for example, then switch back to the draw tool and you should have the right weights set to paint that spike. Combined with the paint mask and brush settings this makes adding spikes easier.

The blur tool can also sometimes help by making gradients smoother over an area.

If you want to try out your weights without needing to import into the sdk every time, you can select the armature in and swap over to pose mode. Then select a bone and press R to rotate or G to move. To let go, press ESC while it's still following your mouse. You can then go back to weight painting if you notice any oddities.

You can easily see each bone's weights in the vertex group tab on the right (green triangle). Each of the groups from that list is correlated to a bone, and selecting it will show the weights. You need to have the right one selected when adding weights to spikes for it do be done correctly.

There is a very small arrow in the top right, it's between the rotation widget and the scene collection window. If you click it, a small window opens with some tabs. In the 'View' tab, you can set clip start amount. If you set this to something tiny, like 0.00001, you'll be able to get your camera inside a model up close without it starting to dissapear. It can be usefull in some cases.

When you take a tooth or spike from one place to somewhere else on the body it might still move wierd even if the weights look fine. This is usually because it still has weights tied to where you took it from, which you will want to remove with brush weight power 0 while having that original bone selected.

And when you're done with all your weights it can also be a good habit to quickly cycle through all the vertex groups in case you spot anything out of the ordinary.
   
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Weight painting
There are also videos that can showcase these steps, and also there is this Discord group that are very good at this aswell and more!

https://discord.gg/jZUHa9wV
NotASpyPootis
"have you ever wanted to spend nights crying while sitting like a shrimp? no? well too bad, because you're about to"