|
Post by cursedbeasts on Jun 18, 2019 7:13:21 GMT -5
hi! I'm making yet another conversion from SWTOR, and following my usual process (using the base game lingerie to import the outfit like it was advised in an earlier thread, a method I never really had persistent problems with before) but no matter what I do with the weights, the right foot keeps appearing like it's not weighted at all. The vertex painting, the Uv_1. and the rest of the weights are fine? As you can see, her right foot just shoots up into the stratosphere as if it doesn't have weights at all, even though it does. Here's the file (the blend included in the archive with the package.)Maybe there's something i'm missing. I think I'll let it rest for now and then try re-importing the mesh into a new package?
|
|
|
Post by mauvemorn on Jun 19, 2019 1:37:29 GMT -5
Hi. The link you provided directs to this thread, not to the download page. But yes, it is a weight related issue. There can be 2 reasons for it, so it's best if i see both a package and a blend before giving suggestions
|
|
|
Post by cursedbeasts on Jun 19, 2019 5:28:47 GMT -5
Huh that's weird, it should work now.
|
|
|
Post by mauvemorn on Jun 20, 2019 2:21:59 GMT -5
1). The issue you're having is happening because of the difference in the number of meshgroups between your blend and the one you are replacing. You need to split your mesh the way the original armour was (just select the right thumb, P - selection, give it 0001 cut number); 2). The mesh should be vertex painted with 00FF00; 3). When the borders of uv islands are stretched the way they are in the uv_1 map right now, it creates this white line upon hovering on the mesh; 4). If you intend on sharing this package with someone, it's best to clone a base game item to use it as a base for your package. If whoever downloads it does not have that expansion pack, the item will not appear for them. You can use this one instead
|
|
|
Post by cursedbeasts on Jun 20, 2019 18:16:00 GMT -5
I cloned the base game underwear (the fancy lingerie) for it! It was actually suggested in another thread I had here or in a Discord server. It has one mesh group because I don't want to cut it up and reassemble it every time I need to adjust weights or something. The yellow is actually the other color the game uses for clothes! It makes the clothes that aren't skintight scale with the body. I'll probably try to make a less messy UV_1 but in my experience it actually works fine even when it looks like that.
Edit: I used the Ayla outfit, and with the first try tried to put the shoulder pads into a separate group but it came out broken. I then imported my armor and left the hands from the original mesh and it actually works!!!!
Thanks for the suggestions!!!!
|
|
|
Post by mauvemorn on Jun 21, 2019 2:32:49 GMT -5
1). NONONO, don't do it this way, this is not the case where it is a good idea. The lingerie blend you're using has no foot and toe bones while your mesh does. For some ( me, for example ) the difference in the number of bones causes no problems but for other people it results in mesh distortions. If the later will use your package in their game, the mesh will distort. This is why you should always start packages for full-body (with feet) outfits from base game full-body items, outfits with skirt-like bottoms from base game items with skirt-like bottoms, outfits with head pieces from base game items with head pieces, etc. 2). Th full-body outfit with feet I suggested has feet disabled by default, meaning, the moment you put your outfit on your sim, the shoes disappear. The lingerie set has feet enabled, so the shoes will poke out unless you take them off. 3). "The yellow is actually the other color the game uses for clothes". No longer. EA changed colors some time ago, now it's a different shade of green ( 3FFF00 ) instead. Still, this is not what your outfit should be painted because it is meant for skirt-like bottoms. Deformation maps come in two variations: skin-tight(00FF00) and robe-like ( 3FFF00). Painting the bottom part of the dress/skirt/cloak/coat/apron/etc with 3FFF00 ( and smoothing the transition between colors with Paint - Smooth vertex colors) changes the way it follows animation ( like, smoother, specifically between legs) and morphs ( disables some body customisation options like the width of calves, thighs, etc). So, again, your mesh should be painted with 00FF00.). 4). You can check how the mesh will animate in Blender and split the thing after that.
|
|