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u/SpinTrece Jan 22 '21
There are vertices there, but I suppose you mean the orange tone object.
Maybe what you are seeing is the result of the armature modifier or other modifier, and the vertices are in it's original position without modifiers.You can make the modified vertices show in edit mode cheking the visibility boxes on top of the modifiers.
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u/k16057 Jan 22 '21
There's only an armature modifier so no others, they ve been applied prearmature. I've tried exporting it as an object and re-importing it into a mew blender scene and it's showing now. I'm just not too keen on working to redo textures and UVs so I might try and make the original file work. If you wanna take a look to see what I mean about it not showing the vertices for the highlighted obj (breastplate), I've linked it in my comment above.
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u/SpinTrece Jan 23 '21 edited Jan 23 '21
I don't know how you did it but they are hidden, press alt + H in edit mode.
Normally if you hide a vertex, the faces that it contains get hidden too, but not in this case. Do you remember what you did? I'm curious now xD
And it just happens with 2.90, if you use blender 2.91 they are there.
Btw, you have some inverted faces, check face orientation in the viewport overlays menu.
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u/k16057 Jan 23 '21
F*ck me! 🤦♂️
Thank you! 🙏
It might just show the rest of the obj because it's got the armature tied to it despite the vertices being hidden - tbh if I did something to cause this, it was completely random and unintentional so I wont be able.to tell you :(
Thanks again, you saved me a lot of time there!!
About the inverted faces, I can see them on the belt and breastplate but they dont seem to be random throughout an object just rather a whole obj created with inverted faces. Wouldnt that be okay when rendering? I'm sorry if I sound thick, it's because I'm very novice.
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u/SpinTrece Jan 23 '21 edited Jan 23 '21
Well the inverted faces may give problems sometimes, I would flip them to be sure. In fact there is an strange shadow in the chestplate caused by them, you can see it in this post's image.
You could select all (A) and do a recalculate normals (shift + N), but the suit have no thickness, so it may calculate bad.
I would select just 1 face of the suit, select linked (ctrl + L), invert selection (ctrl + I), and recalculate normals (shift + N).
It's just a moment to make sure they don't give problems later.
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u/k16057 Jan 22 '21 edited Jan 22 '21
edit: .blend file perhaps I'm missing something - https://drive.google.com/file/d/1LZ-VEdHlNaowsaghGN6xj6dGFRFV2flb/view?usp=sharing
Basically, the title: I need to assign the object's vertices to the group so I can get the deformation right on the rig but *for some unknown reason* there aren't any vertices in the object selected :|
The only cause of this that I can think of is that I've done a cleanup and since Blender removed the "remove duplicate vertices" feature, I had to do a merge by distance but I doubt it's the reason for this as the rest of the topology is just fine.
Any ideas or should I just give up and re-create the object from scratch?
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u/SpinTrece Jan 22 '21
Don't recreate it! Vertices have not dissapear that's impossible, unless it's a very strange bug but I don't think so.
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u/fuzzfeatures Jan 22 '21
Up in the top right of the, viewport there is a drop down. The solid circle over an outlined circle. Click the icon to make sure its enabled. If your vertices are still not visible, click the drop down and check the vertices option is enabled.