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Post by mortimergoth on Apr 14, 2018 15:23:18 GMT -5
me again, so i just did a frankenmesh of a full body outfit, but when i load it into game, it has this weird spike extending downwards. what it looks like in game ^^ vs. what it looks like in s4s ^^ im not sure if i should just check the blend files again? maybe theres a polygon thats accidentily extended? idk. thanks !
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Post by annabluu on Apr 14, 2018 15:23:50 GMT -5
could be because of incorrect uv_1 and incorrect weight paint. can you share your package and blend files please?
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Post by mortimergoth on Apr 14, 2018 15:28:14 GMT -5
sure thing ! [ link] i havent worked on weight paint at all, so that could be it.
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Post by annabluu on Apr 14, 2018 15:34:41 GMT -5
the calf and thigh weights are a little wonky, so i'd suggest doing a new weight transfer with a new reference mesh.
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Post by mortimergoth on Apr 14, 2018 15:36:16 GMT -5
alright, thanks ! ill see if i can learn how to do that lol
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Post by jwofles on Apr 14, 2018 17:26:19 GMT -5
Firstly, for good practice delete extra/spare rigs and bone shapes. This won't affect anything but it cleans stuff up a bit. On to your issue. I think it's because your cut number is wrong. To find the cut number, you have to select your mesh, then go to the scene tab, and then find the s4studio CAS tools. If it doesn't show up you don't have the s4studio plugin installed/enabled (should automatically install if you use blender 2.70 I think). Basically, you then need to set up the cut number to be the same as cut number from the mesh that you cloned/started from. In your case, the mesh you cloned had multiple cuts/meshes (I'm guessing), and the way you've broken it is you only have one cut (when there should be multiple like in the original mesh). Not sure if that makes sense but hopefully it does. The easiest way to resolve this is to clone a new piece of clothing with one cut, like this basegame chemise (thanks slyd for the picture) - Then, for your mesh, set the cut number to 0000 (because iirc that's the cut the chemise mesh uses - and that's the only one, it doesn't use multiple :D ), and then just import to s4studio. It should work then, with no crazy spikes ^^
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Post by inabadromance on Apr 15, 2018 15:45:56 GMT -5
To add something extra to what jwofles said, the current package you're working with has more than 1 mesh group. Upon export, you've joined all mesh into one which was originally separated into different groups for a certain reason. By joining all this pieces, you're only importing the current mesh group that's in your blend, leaving the rest of the groups untouched. This leads to overlapping geometry, i can see that from your first picture.. the leg would be all distorted if it was the only leg you had there. You can't add more geometry to a mesh group that didn't originally had it since weights might differ from group to group causing the issue on your first post. Deleting a mesh group from blender isn't going to delete anything from the package. You have to manually edit each mesh group. What jwolf suggested was to clone an item that already had one meshgroup by default since those are easier to work with.
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