|
Post by HugHug003 on Jun 4, 2019 17:30:54 GMT -5
I found a dress I like but it has a slit on the right side and I'd like it to be on the left side. Is there a way to flip a mesh? When I flip it it using scale x -1, the mesh becomes see through so that technique is missing something...
|
|
|
Post by inabadromance on Jun 4, 2019 18:44:27 GMT -5
Hi! After scaling it, select the whole mesh and from the UV sidebar, press flip direction. If you're still having issues, please share the blend file.
|
|
|
Post by HugHug003 on Jun 4, 2019 19:01:49 GMT -5
inabadromance Wow, that might have been the easiest thing I've ever done. Thanks so much!
|
|
|
Post by HugHug003 on Jun 4, 2019 19:29:05 GMT -5
|
|
|
Post by inabadromance on Jun 4, 2019 19:57:22 GMT -5
Please share the blend file as well.
|
|
|
Post by HugHug003 on Jun 4, 2019 20:20:03 GMT -5
|
|
|
Post by HugHug003 on Jun 6, 2019 17:24:52 GMT -5
Has anyone had a chance to check my blend?
|
|
|
Post by inabadromance on Jun 6, 2019 20:24:44 GMT -5
Hi! I'm seeing both blend and package... and i'm failing to understand where the issue is at. Can you share an image of the problem? is it in game? Or where?.
|
|
|
Post by HugHug003 on Jun 7, 2019 8:55:54 GMT -5
The dress looks nothing like the blend in game so something is seriously wrong.
|
|
|
Post by inabadromance on Jun 7, 2019 9:15:21 GMT -5
what did you flip? the dress or the body parts as well? delete all body parts and re append the original EA's ones.
|
|
|
Post by HugHug003 on Jun 7, 2019 12:05:14 GMT -5
Ok that fixed that problem, but now I'm looking at this. There is this random triangle near the top of the slit and I can't figure out where that's coming from, and then my sims leg pops through the dress. Do I need to weight the mesh to the thigh or some body part?. If so can you link a tutorial for weighting, I really don't know what I'm doing when it comes to that. Also here is the updated package and blend.
|
|
|
Post by inabadromance on Jun 8, 2019 21:04:54 GMT -5
Ok, So you've flipped the skirt. That on itself isn't enough, you need to re weight it and create a new uv_1 for it for everything to work properly. Both above need to be applied ONLY to clothing, not bodyparts. Modifying the UV_1 isn't that complicated since you just mirrored it. So you'll mirror the UV_1 as well. - Open the last blend you shared. Go into Edit Mode, the body will be selected in orange. Press CTRL+i to invert selection. Now only the skirt will be selected. - Go to the Object data tab (inverted triangle). - Select uv_1. - Hover the uv, and press A to select it all. - Go to uv, mirror, X axis. - Done. With the skirt still selected in edit mode, Press P / selection to move it to another meshgroup. Now you'll delete all bones from the skirt by selecting each bone from the "vertex groups" list, and clicking the minus button next to it to get rid of them. This will give you a clean state to re apply the weights properly. Follow the WEIGHT TRANSFER tutorial using as reference mesh the body that's been separated from the skirt. When done, Join all meshgroups. Select one meshgroup from the list on the side bar, SHIFT click the next. Hover your cursor over the mesh and press CTRL + J to join.
|
|
|
Post by HugHug003 on Jun 9, 2019 12:52:27 GMT -5
inabadromance Ok, I've done everything up until the weighting. But, I don't understand your phrasing "using as reference mesh the body that's been separated from the skirt." That sentence doesn't make any sense. What CAS object do I chose to transfer weights? There are no CAS objects with only one studio mesh that look similar to my skirt. And after I followed all your steps, now I have a 2 studio meshes. Which one do I use? I am really confused by what you were trying to say.
|
|
|
Post by inabadromance on Jun 9, 2019 15:10:26 GMT -5
"what CAS object do I use to transfer weights from?"
the one you already have in your blend. that's exactly what I'm referring to, I'm finding it hard to rephrase it. if you've read the weight transfer tutorial then you'll know it says something along the way of "clone a similar item, export the mesh, append it, and use as reference mesh". you could do that, BUT you already have that in your blend. so, why do all that?. in object mode, select reference mesh (BODY meshgroup), shift click the SKIRT meshgroup and transfer weight as explained in the tutorial.
once the skirt is weighted correctly and the uv_1 edited, join everything back as explained in my last response.
|
|
|
Post by HugHug003 on Jun 9, 2019 15:30:33 GMT -5
inabadromance I think I understand. But whenever I click transfer weights its says at the top "skipping objects 'studio_mesh_1' it has no vertex groups" Is that supposed to happen? After I followed your steps and the mesh turned into 2 meshes, the skirt has no vertex groups but neither does the body mesh so... I don't see how I can weight transfer from something that has no vertexes?
|
|