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Post by Mathcope on Jan 14, 2019 2:45:52 GMT -5
Hi! Well as you all probably know I'm not a CAS person at all, but I'm just slowly trying to introduce myself to it. I'm having a lot of fun with Marvelous designer (as well as some frustrations...) I've done this mesh today, retopologized, made UV_1 transfers, weight painted, vertex paint it, etc, etc. All it has to be done is texturing, and... fixing THIS issue: The mesh only distords when I start to move the "body mass" slider to a higher value. Everything works fine otherwise. Here is a list of things that I've already tried: - Manually fixing the UV_1 countless times. Moving vertices and trying with different reference meshes. (Even ajusted the lenght and loops manually)
- Weight transfer with and without meshes than have the skirt bone. (Both game the same result even I used different clones and packages)
- Running the Cat's and Dogs batchfix for CAS.
- Weight painting so that part is only assigned to one of the skirt bones (ex. the right one)
- Cleaning weights
- Limit weights to 4 bones.
- Cloning another dress as a base.
- Yelling a lot...
Here is the .package and the latest .Blend I have on it. Thank you!
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Post by mauvemorn on Jan 14, 2019 5:41:40 GMT -5
Hi. It happens because of vertex paint. I exported the uv layout, put it over the texture, found this exact vertex that is causing this problem, and, as you see, it is right in the crotch area ( the same happens at the back ). So what you need to do: - select 10 (or more if you want the transition to be smoother) face loops from the bottom; - paint it yellow with Set vertex color; - in edit mode Select - Select More/Less - Less TWICE ( if you selected more than 10, do more); - inverse the selection with Ctrl I; - in Vertex paint reduce Blur strength to 0.2 and run over that area until it looks like this;
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Post by Mathcope on Jan 14, 2019 12:15:34 GMT -5
Thank you very much mauvemorn I will rush to fix it now!
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Post by mauvemorn on Jan 14, 2019 12:49:39 GMT -5
Mathcope DONT!! Wrong answer!! The second time I repainted it, I forgot to change the body mass and decided that it fixed it. I think I know what else can cause it, I'll try it in a sec
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Post by Mathcope on Jan 14, 2019 12:58:11 GMT -5
Mathcope DONT!! Wrong answer!! The second time I repainted it, I forgot to change the body mass and decided that it fixed it. I think I know what else can cause it, I'll try it in a sec You were right. It was the vertex colors. And the fact that I had the wrong yellow applied too. It should be #F3F315 and I had #FFFF15. They are extremely alike but It doesn't seem to behave the same for the game.
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Post by Mathcope on Jan 14, 2019 13:12:11 GMT -5
It looks like this with the new paint. It's not perfect but's better:
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Post by mauvemorn on Jan 14, 2019 13:29:46 GMT -5
It looked like this to me... well, good thing it works for you at least somewhat bc it still does not work for me at all. There must be something wrong with my file. Btw, turns out there's a different green color with 3FFF00 code which one of the default skirts was painted... will this game ever stop "surprising" me?? Edit: didn't see the other message. True, that must be yellow's code
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Post by Mathcope on Jan 14, 2019 13:35:19 GMT -5
It looked like this to me... well, good thing it works for you at least somewhat bc it still does not work for me at all. There must be something wrong with my file. Btw, turns out there's a different green color with 3FFF00 code which one of the default skirts was painted... will this game ever stop "surprising" me?? Edit: didn't see the other messege. True, that must be yellow's code
It won't probably . Also, Feyona figured a work around this. Pulling the uv_1 up above the legs seems to help with the distortion. It's even smoother than with the vertex paint. It's kind of tricking the game, but for now it works perfectly. I notice this behaviour to happen in other Creators meshes. Mostly in long dresses. I'm unware if this is a thing happening now or it has always been like this. In any case EA meshes doesn't seem to share this pattern. There's a discussion HERE too about vertex painting that it's really interesting. I've seen new dresses doesn't have the yellow color anymore. But, the bump still happen if I paint everything in green.
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Post by jwofles on Jan 14, 2019 14:36:25 GMT -5
There's a discussion HERE too about vertex painting that it's really interesting. I've seen new dresses doesn't have the yellow color anymore. But, the bump still happen if I paint everything in green. On your dress is the yellow vertex paint making a difference compared to green??? I'm becoming ultra-confused
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Post by Mathcope on Jan 14, 2019 16:06:37 GMT -5
There's a discussion HERE too about vertex painting that it's really interesting. I've seen new dresses doesn't have the yellow color anymore. But, the bump still happen if I paint everything in green. On your dress is the yellow vertex paint making a difference compared to green??? I'm becoming ultra-confused It had different effects depending of my Uv_1 too. If I have the UV_1 below the hips in the template and don't use the yellow vertex paint the mesh looks distorded. (With a rare bump poking towards the insides, the first picture posted in the thread). If I use the same Uv_1 but I paint the vertex colors of the skirt. It makes an effect in reducing a bit the distortion. (Second pic posted by me). If I use the Uv_1 configuration as Feyona suggested me. (Leaving it above the hips). The mesh works better fully painted in Green. Yellow vertex paint just messes it up and I get some weird distortions along other parts. So I left it all in green with this Uv_1 configuration. (Best result I could achieve). I also noticed that there are two vertex colors of green shades. 00FF00 (which I use) and 3FFF00 which some garmets have. If you do vertex paint with these green you need to vertex paint all cut groups too. Otherwise they get distorded. ----------------- Even I marked this as solved since this workaround suited me, there's still some things unclear about why the mesh gets distorded the in the first place. If you compare the Uv_1 of EA's mesh and the vertex paint colors it should fully work as planned with all green painted and the uv1 going below the hips. But for some reason beyond my knowledge it doesn't.
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Post by Mathcope on Jan 15, 2019 22:02:45 GMT -5
Ok, so here we go again... I encountered new problems with the mesh, fixed others, textured it. When making the lower LODS in noticed that there's a weird distortion (mesh exploding) in the calf area. This happens to the LOD1 LOD2 and LOD3 since I've lowered my settings to see it. I know this is often caused by bones assigned to your mesh that the original clone didn't have. But In this case I've manually checked each bone to match the reference. When I import my .blend of lets say LOD1 to Studio and then export it back the mesh has all other bones assigned that I've already deleted. So the explosion still occurs. HERE are the new files (I included all LODS .blend and the .package. And this is what I mean: EDIT: NEVERMIND, it was the CC shoes causing the issues and not my dress lol. (Spent a good 2 hours trying to fix it, no wonder no change was visible
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Post by menaceman44 on Jan 16, 2019 12:01:05 GMT -5
Just to throw in my two cents. It was my understanding that green vertex paint was for skintight clothes or ones that conform to the body, and yellow was for clothing that was poofier and looser fitting. That would be why the yellow paint reduced the amount of distortion you saw because it was dampening the effect of the UV_1.
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Post by Mathcope on Jan 16, 2019 12:24:28 GMT -5
Just to throw in my two cents. It was my understanding that green vertex paint was for skintight clothes or ones that conform to the body, and yellow was for clothing that was poofier and looser fitting. That would be why the yellow paint reduced the amount of distortion you saw because it was dampening the effect of the UV_1. Yes, this is how Ea has always done it. Until now. The new updates changed something. Now all Ea clothes have fully green vertex paint. The yellow vertex paint also helped determine the arm position so the they wouldn't get stuck against the body. I believe now they fully control this with the slot Ray calculations and got rid of the yellow paint. The color must be still in the code for backward compatibility with CC items. It still works.
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Post by purefoysgirl on Jan 23, 2022 15:31:01 GMT -5
It looked like this to me... well, good thing it works for you at least somewhat bc it still does not work for me at all. There must be something wrong with my file. Btw, turns out there's a different green color with 3FFF00 code which one of the default skirts was painted... will this game ever stop "surprising" me?? Edit: didn't see the other messege. True, that must be yellow's code
It won't probably . Also, Feyona figured a work around this. Pulling the uv_1 up above the legs seems to help with the distortion. It's even smoother than with the vertex paint. It's kind of tricking the game, but for now it works perfectly. I notice this behaviour to happen in other Creators meshes. Mostly in long dresses. I'm unware if this is a thing happening now or it has always been like this. In any case EA meshes doesn't seem to share this pattern. There's a discussion HERE too about vertex painting that it's really interesting. I've seen new dresses doesn't have the yellow color anymore. But, the bump still happen if I paint everything in green.
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Post by mauvemorn on Jan 23, 2022 15:58:43 GMT -5
purefoysgirl if my memory serves me well, just painting the area with 3fff00 fixes this. The thing is, if you will move the uvs up, they will be affected by pelvic morphs only, so if the skirt is tight, the legs may clip/not align with the skirt. This is a good way of making adjustable puffy skirts, though
Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors
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