When I was in blender I did weight paint transferring by using Lingerie(EA) instead of the similar mesh(EA) the result It's ok when Sims stand still, but when they start walking as you guys can see the picture below. I tried to find the solution but still the same.
I've used an EA Mesh the one that similar to my mesh, but the result sometimes working sometimes not.
I love making cc I want to make it the best. Please anyone tell me how to solve this problem? Thank you.
Hi. Your dress is not vertex painted. Vertex paint determines what variation of deformation maps will be used for the mesh. There is a number of deformation maps related to body mass (muscles, fat) and age, but they all come it two variations: skin-tight and robe-like. More about it here. Basically what you need to understand is that any region of clothing that is loose (bottom part of dresses, skirts, coats, robes, cloaks, etc) should be painted with 3FFF00, while any other part of the body (not head or feet ) should be painted with 00FF00. they should transition smoothly into each other, so use Smooth vertex colors as shown down below
Start by painting the dress with skin-tight 00FF00 1). Switch to Vertex paint and enable Face Selection masking for painting; 2). Press A to select everything unless the wireframe is already pure white like in the pic; 3). Click on the white color; 4). Type in 00FF00; 5). Paint - Set vertex colors.
Then sample the very bottom of the skirt that is closest to your mesh in shape 1). Switch viewport shading to Bounding box; 2). Choose a dropper; 3). Sample the color.
Then paint the bottom of the mesh: 1). In edit mode disable Limit selection to visible; 2). Press B and select the mesh kind of, um, in the middle of the pelvic bone? like I did in the pic; 3). Switch to vertex paint. Enable Face selection masking for painting; 4). It remembers the color you sampled last. Paint - Set vertex color; 5). Press A to deselect, press A again to select everything, Paint - Smooth vertex colors.
However, this is only one part of the problem. The polygonal density of EA meshes is fairly low while that of yours is not. So when you transfer weights from the former to the later, the transition between vertex groups in this (between legs) area becomes sharper. So you need to manually smooth it with Blur brush. But before you do that, make sure to add Armature modifier ( 1-3 steps ). This way the weights will autonormalize themselves ( as in, when you edit one vertex group, other are affected, too).
Last Edit: May 13, 2019 8:38:18 GMT -5 by mauvemorn
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