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Post by evekat on May 25, 2018 15:49:42 GMT -5
Yesterday, I finished creating a full body robot by editing a nude female body. I had to tweak the weights a little bit, but when I tried it in game, everything was wrinkly, like the upper arms were zig-zaggy, and the other parts of the body had bumps that weren't supposed to be there, etc. I'm thinking that this has something to do with the fact that I can still scale the body, so I'm wondering: how can I remove the morphs on the mesh while still ensuring it moves with the rig?
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Post by evekat on May 30, 2018 18:34:07 GMT -5
I really need to know how to do this! :P
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Post by evekat on Jun 6, 2018 16:59:10 GMT -5
Bump
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Post by inabadromance on Jun 6, 2018 19:45:42 GMT -5
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Post by evekat on Jun 7, 2018 22:41:30 GMT -5
Here's the blend: www.dropbox.com/s/t4h4k906452fvkv/sleekrobotf.blend?dl=0I'm having trouble with the actual package. The mesh is supposed to hide the head, teeth, full body, and feet, which I think is supposed to be 0000000000000138 in the exclude parts flag, but I can't get it to work. That's not my main concern though. I've tried weight transfer, it doesn't do anything, probably because that tutorial is not very clear.
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Post by inabadromance on Jun 8, 2018 13:11:03 GMT -5
Hi! I can't help you with the partflags, since i've never worked with that. Be patient and wait until someone that knows about it replies. You can edit your tittle, to ask for help in that matter as well. As for the weights, i'm seeing the mesh and they are not right. Firstly, i suggest cloning another full body outfit that only has one mesh cut and join all your mesh groups into one to match this new clone. You can't move meshgroups around, outfits are cut into specific cuts for a reason, and your mesh has to be cut exactly the same way or you'll have weight issues. Regardless if they are done correctly or not. So if you're not sure that your mesh matches these cuts precisely, then it's better to just join everything and keep it in one single cut. I suggest cloning the base game full body outfit lingerie that has only 1 cut. As for the weights, you'll have to head over to the data tab in edit mode (once you joined all meshgroups), select each vertex group and delete them all by clicking the minus button next to it. Once you have no bones left, you follow the weight transfer tutorial i linked above. Also you have a 2 extra uvs that are surely messing up with your item. The only ones you should have are uv_0 and uv_1. Delete the rest.
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Post by evekat on Jun 13, 2018 14:39:30 GMT -5
Oh, the lingerie only has one cut?! Thank god! I've been using the swimsuit. XD Alrighty, I'll give all that a go, and hopefully I can do it right this time.
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Post by evekat on Jun 14, 2018 23:09:10 GMT -5
Okay, so my problem now, and this is something that happens every time I follow that tutorial, all of the weights are somehow assigned to the entire body. Here's the updated blend: www.dropbox.com/s/t4h4k906452fvkv/sleekrobotf.blend?dl=0I follow the tutorial step by step every time, and this always happens. It's very frustrating. >_<
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Post by Zelrish on Jun 15, 2018 2:33:44 GMT -5
Hi evekatI am not sure what is so frustrating for you. The weight transfer will always be applied on the totality of the selected object. That's the point. If your object happens to be a full body sim/creation than it will be applied to the full body. What you need to do is create a full body reference to do that transfer. You will need the body (legs and torso), the head and the feet. You join them all together sa that you end up with one object containing all those parts. And then you use it as reference for your weight transfer. Like your mesh proportions are fine you should get a nice result.
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Post by evekat on Jun 17, 2018 16:26:54 GMT -5
Hi evekat I am not sure what is so frustrating for you. The weight transfer will always be applied on the totality of the selected object. That's the point. If your object happens to be a full body sim/creation than it will be applied to the full body. What you need to do is create a full body reference to do that transfer. You will need the body (legs and torso), the head and the feet. You join them all together sa that you end up with one object containing all those parts. And then you use it as reference for your weight transfer. Like your mesh proportions are fine you should get a nice result. I don't think you're quite understanding what I mean. XD That's okay, I didn't make it very clear.
So, what happens is, when I try to transfer weights from the body to my full body mesh, all of the weights get transferred like they are supposed to. (And yes, I'm using the default full body.) But when I go into edit mode and check to make sure the weights were transferred to their proper places, selecting anything in the vertex groups highlights all vertices. Let's say I select the right forearm... the entire body gets highlighted. So I deselect it and select the left thigh.... the entire body highlights again. It's like that with every single vertex group. Then when I try the mesh in-game, it's set in default position, but floats around like the entire thing is assigned to like... the hand or something. That's what I mean by how frustrating it is. And this happens every time. I even double check the body mesh I'm transferring weights from, and all of the vertex groups highlight their respective parts on the body. I have no idea what I'm doing wrong since I follow the tutorial step by step every single time I try. The only thing I've ever gotten to work... slightly... was a bib. It still has issues, but for what I made it for, it works well enough. Bigger meshes never transfer weights properly. :( Any suggestions? If you take a look at my blend file, you can see what I mean.
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Post by inabadromance on Jun 17, 2018 17:09:47 GMT -5
Firstly, by looking at the file you last shared i can tell that you're not using blender 2.70. Since you're not using the recommended version, you'll need to follow the CLEAN step described in the weight transfer tutorial.
Have you manually deleted all the current bones before re following the weight tutorial as suggested above?
Please prepare a blend for the transfer: Open your robot blend (without any bones) and append all the body parts you need joined into one mesh group. Share this new blend and list all the steps you're following.
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Post by evekat on Jun 20, 2018 15:52:28 GMT -5
I'm using 2.76, and I press the clean button every time. Yes, I started over by removing all the bones and all that jazz. Here's the new blend: www.dropbox.com/s/6oazwy7zhinqxbm/sleekrobotf.blend?dl=0So, in it is the robot mesh with no bones, all merged except for the head. The head is the only thing that works, so it's separated and hidden. Next is the appended mesh that I'm trying to transfer weights from. I did as you suggested before, and the morphs were removed, but like I said, the whole body (except for the head) was floating around like... like an accessory in an invisible hand on an invisible sim. XD
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Post by inabadromance on Jun 20, 2018 16:41:07 GMT -5
Thank you for setting the blend for me. Now i can understand what it is you're doing wrong. You moved EA's mesh out of place to the side, i'm assuming just for the sake of seeing both like that. But you shouldn't move the body. Both need to be on the same exact spot for the transfers to move properly. So, delete EA's body and re append it again without moving it. Do the transfer again.
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Post by evekat on Jun 22, 2018 16:37:58 GMT -5
Thank you for setting the blend for me. Now i can understand what it is you're doing wrong. You moved EA's mesh out of place to the side, i'm assuming just for the sake of seeing both like that. But you shouldn't move the body. Both need to be on the same exact spot for the transfers to move properly. So, delete EA's body and re append it again without moving it. Do the transfer again. Oh... I did that so it was easier to click... I didn't think that was important! XD Alright, I'll give it a shot, hopefully it will work this time!
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Post by inabadromance on Jun 22, 2018 20:27:03 GMT -5
that's alright, I'm glad I could spot the issue. you can select the meshes from the mesh groups list not from the actual 3d view.
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