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Maxwell Edison

Recruit
12 Badges
Jun 5, 2016
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  • Cities in Motion 2
  • Magicka
  • Stellaris
  • Teleglitch: Die More Edition
  • Cities: Skylines
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Age of Wonders III
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
So, for the past week or so I've been struggling with a portrait that not only wouldn't show up in game, but showed up horrifically deformed in the previewer. Here are the things that I found wrong with my project.

1. Double check to make sure that you have everything properly defined in your scripts. If you're having issues with your portrait using other portraits when you try to select it, check your scripts again.

2. Is your mesh horrifically deformed? Does it scream, "KILL ME" every time you open the game and you've been banging your head against the desk trying to figure out why? Check to make sure you don't have the root joint skinned to your mesh. This kills the mesh. If you do, no sweat, you can remove it by selecting the root joint, and then going to Skin -> Edit Influences -> Remove Influence and that should fix your problem.
Note: Stellaris might have issues with root_center being bound as well, doesn't hurt to unbind that too.
Note2: If everything is still deformed and 3. doesn't help, you may have to completely delete the skeleton and rig it all over again. If so, make sure you unbind all your joints first.

3. Still having problems with deformity? A workaround that I discovered is to keep track of the vertices that are getting deformed, and then creating joints for them. Once you bind those joints to the vertices (Skin -> Edit Influences -> Add Influence), go into weight paint mode, and make sure that those vertices are painted to conform to those joints (the area around the vertex will be white if this is done correctly). Then edit the animation if necessary.
Note: Stellaris has a max of 50 joints
 
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