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Post by fursims on Dec 18, 2017 16:13:27 GMT -5
I noticed that my sim has this line behind her wearing the dress i made. It looks like a weight problem, but the funny thing is that i never adjusted any weight paint, since i used the original mesh and just made the dress longer. I did nothing at the arms where the problems seems to be. Maybe i accidently touched something, but when i check the weight pain from the original EA mesh and then mine, they look the same. I cloned the basegame body bath rope from EA. Does someone notice any difference. i kind of need this mesh fixed before 2morrow. here is my package file: www.mediafire.com/file/r81hsxehbs2ca5w/-FUR-%20Velvet%20dress.package
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Post by menaceman44 on Dec 18, 2017 16:26:11 GMT -5
It looks like it is occuring on the fingers, yeah? Is that finger in particular in a group of its own? I had this issue with a mesh once. I think the solution was to chop the hand off and replace it with one from another mesh. Even though the bone weights were correct, the game didn't seem to like the two groups overlapping.
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Post by fursims on Dec 18, 2017 16:34:35 GMT -5
Hm interesting. I tried to transfer all the weight paint again, going to check it in my game now. if its not that, i will try your way. So I will just need to apend a hand mesh group from another dress.. all hands have the same weight paint?
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Post by fursims on Dec 18, 2017 16:39:25 GMT -5
Now the line is different and look like she is holding a stick downwards. I noticed there is only ONE mesh group that contains the pointing finger. I assume this one should be replaced then. I just need to find another mesh with that finger only xD EDIT** Ok i dont think this is the solution. It is impossible to find a mesh with that finger specific. I think the problem should be fixed elsewhere. Someone else who has an idea? Oh and there is a problem with the leg now.. What is this???! I just made the under part longer. It only seems to happen when zoomed out. Is there a difference in weight paint in the lods maybe?
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Post by Feyona on Dec 19, 2017 1:24:12 GMT -5
When you see this problem only when you zoom out it means that problem occurs on lower lods (LOD1 most likely). Sometimes EA creates lower lods with a different set of joints than main LOD which causes this kind of glitch. What I usually suggest is to find original item, the one that this dress was cloned from, extract lower lod, compare list of joints with custom mesh and delete extra joints.
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Post by fursims on Dec 19, 2017 15:56:00 GMT -5
When you see this problem only when you zoom out it means that problem occurs on lower lods (LOD1 most likely). Sometimes EA creates lower lods with a different set of joints than main LOD which causes this kind of glitch. What I usually suggest is to find original item, the one that this dress was cloned from, extract lower lod, compare list of joints with custom mesh and delete extra joints. So i will just export lod 1, and transfer all the weight textures into my new mesh. that should do the trick right? Im gonna try it right away. Thanks! EDIT** just editing LOD 1 didnt work. It still seems to happen if i zoom out a tiny bit and all the way till the end. Only in close up its ok, but that was already from the beginning ok. I wanted to edit lod 2 and 3 too, but then i see all the mesh groups are different parts of the sim body and there are also less number of mesh groups, so im kind of clueless what to do. Is it really that hard to just make a simple dress????? If so, i give up on making clothes. its too annoying.
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Post by Zelrish on Dec 20, 2017 5:54:29 GMT -5
You need to export the lod1 of the ORIGINAL part you cloned. This is the base of comparison.
The issue is that, often, EA changes cut numbers and/or bones attached on the lower lods. In your case, it looks like the cloned cas item you are working with has this issue.
So you need to check, like previously said, on the ORIGINAL lod1 how many cut number are used. And what bones are being used. Then you need to do the SAME adjustments on your new mesh and save it as you NEW lod1.
Then import it and there you go. PS : you can also tell us which item you cloned originally, so we can have a look.
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Post by fursims on Dec 20, 2017 15:59:42 GMT -5
You need to export the lod1 of the ORIGINAL part you cloned. This is the base of comparison. The issue is that, often, EA changes cut numbers and/or bones attached on the lower lods. In your case, it looks like the cloned cas item you are working with has this issue. So you need to check, like previously said, on the ORIGINAL lod1 how many cut number are used. And what bones are being used. Then you need to do the SAME adjustments on your new mesh and save it as you NEW lod1. Then import it and there you go. PS : you can also tell us which item you cloned originally, so we can have a look. I have already done that as mentioned above. I checked the original LOD 1 and even transfered all the weight paint into my new mesh LOD 1. And ofcourse it has the same cutnumbers as well. I also already mentioned which EA item i cloned above. I am going to try it with another item from EA.
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Post by fursims on Dec 20, 2017 17:11:31 GMT -5
I just cant figure out how to do this this right. If you have to change the other lods, or just lod 1, how does that work when all the mesh groups are different bone groups. Do i need to make this dress for all the lods seperately??? Always?? It seems really a lot of work. I just made the original dress longer and changed the texture. But what if i would make a new dress. You need to create all the new bone groups as goes per LOD? This is too insane to be true. If someone can give some insight on this, i can understand this problem better thanks And btw i fixed this dress by just making the one from lod 1 longer, but i truly wonder how this goes for a model of my own.
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Post by Zelrish on Dec 20, 2017 17:15:14 GMT -5
I had a very very quick look just now at your package. 9 groups.... 9 cut numbers.. That's a lot and it's just inviting for this kind of mistake. I would recommend what you just said yourself. Clone another dress, short ones usually have only 3 groups/cut numbers, when knee length ones 4. That will already be much simpler to check out
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Post by fursims on Dec 20, 2017 17:31:08 GMT -5
I had a very very quick look just now at your package. 9 groups.... 9 cut numbers.. That's a lot and it's just inviting for this kind of mistake. I would recommend what you just said yourself. Clone another dress, short ones usually have only 3 groups/cut numbers, when knee length ones 4. That will already be much simpler to check out Sometimes you need to clone a certain item that looks similar to your mesh. In this case i couldnt do it different ANother mesh i would clone also had 9 mesh groups. But this problem is solved. Just would like some info on how to deal with this with a new mesh, Maybe someone has a tutorial or something. For now i wont care too much about clothes xD
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Post by Zelrish on Dec 20, 2017 17:42:02 GMT -5
Yeah cloning is not an issue in any case. You can always clone something else with fewer cut numbers and then use the mesh with lots of joins and simply join some group together then to end up with the same number of cut number as the new base.
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