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Post by SiimplyJessica on Nov 3, 2019 0:04:10 GMT -5
So I have been having some problems with a particular mesh that I have already put into the Sims 4 online world.. I will insert some pictures and links to this particular mesh that I'm having problems with. On my computer this mesh looks fine but when I have seen it on YouTubers computers, specifically Lilsimsie's, it was completely distorted. This is not my first rodeo; I have completed many meshes before, I will link them below as well. I don't know what's wrong. On my computer the mesh looks fine. I have checked the weights and I have checked the LOD and I can't figure out what's wrong.
I like to think that my Creations are nice and I used all of my own custom content in my game. If somebody could help me with this issue I would greatly appreciate it. I will link to my Tumblr and to the current item so you can download it and see what is wrong. Do I think I'm the best creator in the world? absolutely not, however, I do think I can get myself through blender and Sims 4 Studio.
Here is my Tumblr: My Tumblr My CC
This problematic mesh: Dress/Mesh
Screenshot of my mesh in action..
This next screenshot is what the mesh should look like in the game..
Thanks for all of your help in advance!
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Post by MizoreYukii on Nov 3, 2019 0:57:01 GMT -5
Have you tried different graphics settings?
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Post by MahoCreations on Nov 3, 2019 3:17:03 GMT -5
Well the weights looking bad and some vertex groups are not weighted for me. Hope it helps you.
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Post by mauvemorn on Nov 3, 2019 5:04:57 GMT -5
Hi. The meshgroups in the blend you import in the package must have the same vertex groups as the original ones that are being replaced. When it's not the case, you get distortions. To avoid this issue, ALWAYS clone an item that is closest to yours in shape and use IT AND NOT A DIFFERENT MESH as a reference for weight transfer. You transferred weights from an item that has skirt bones but used as a base for a package an item that does not have them, hence distortion in the area where skirt bones are. So what you need to do is the following: - find and clone a Base Game mesh that is closest to yours in shape ( length of sleeves, collar/no collar, length of skirt). I used yfBody_DressSweaterMini_Solid. Export its blend and examine it. The skirt is of the same length as yours but has no skirt bones, so neither should yours. Sleeves are short enough to not interact with bracelets, so are yours, no need to split this area into meshgroups. No collar either. The mesh has one meshgroup and no skirt bones just like the chemise you've cloned to start a package; - Find the chemise again, clone it, export the mesh, append it in the scene with your dress. As I said, you must transfer weights from the same item you cloned, there may be stray groups that have no values but the absence of them can cause distortions; - select your dress and delete all of its vertex groups; - select the reference, transfer weights, use clean tool; - delete the reference;
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Post by secretlondon on Nov 3, 2019 16:43:48 GMT -5
Nothing to do with the content but I really cannot read your font :(
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Post by SiimplyJessica on Nov 23, 2019 17:43:28 GMT -5
Hello, I haven't done anything to my font. I'm on my phone so maybe it came out funny for you.
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Post by SiimplyJessica on Nov 23, 2019 17:45:02 GMT -5
Well the weights looking bad and some vertex groups are not weighted for me. Hope it helps you. How is it looking bad? It doesnt help lol. Could you tell me how to fix it?
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Post by SiimplyJessica on Nov 23, 2019 17:57:27 GMT -5
Hi. The meshgroups in the blend you import in the package must have the same vertex groups as the original ones that are being replaced. When it's not the case, you get distortions. To avoid this issue, ALWAYS clone an item that is closest to yours in shape and use IT AND NOT A DIFFERENT MESH as a reference for weight transfer. You transferred weights from an item that has skirt bones but used as a base for a package an item that does not have them, hence distortion in the area where skirt bones are. So what you need to do is the following: - find and clone a Base Game mesh that is closest to yours in shape ( length of sleeves, collar/no collar, length of skirt). I used yfBody_DressSweaterMini_Solid. Export its blend and examine it. The skirt is of the same length as yours but has no skirt bones, so neither should yours. Sleeves are short enough to not interact with bracelets, so are yours, no need to split this area into meshgroups. No collar either. The mesh has one meshgroup and no skirt bones just like the chemise you've cloned to start a package; - Find the chemise again, clone it, export the mesh, append it in the scene with your dress. As I said, you must transfer weights from the same item you cloned, there may be stray groups that have no values but the absence of them can cause distortions; - select your dress and delete all of its vertex groups; - select the reference, transfer weights, use clean tool; - delete the reference; I see, so I understand using thee MOST similar item to the one I made, not just kind of similar, hence why I use the sleepdress. It makes total sense that I should've used something with sleeves and wider skirt area. So my biggest mistake was not including skirt bones? Just to clarify. Why do I have to reuse the chemise? Shouldnt I start over with something more similar or with skirt bones? Or transfer the weight from something with bones? Surprisingly I've published many many meshes a d I've never had an issue with weights or bones so I'm less educated on this topic.. Once I append the reference, and transfer weights, what do I do with the clean tool? Thanks for taking the time.
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Post by mauvemorn on Nov 23, 2019 19:21:53 GMT -5
1). this issue where extra vertex groups cause distortion is reletively new ( i think? I started to see people encounter it only a year or so ago, but i have not been visiting this forum for much longer than that) and does not seem to happen to everyone. Some creators see it in their game, other are being informed by those who downloaded their cc. Unfortunately, I have no idea why exactly it happens; 2). The outfit you choose to clone to start a package and use as a reference does not have to be identical but as close as possible in skirt length, sleeve length and collar area. The skirt width matters only when yours is puffy( more precise weight and uv_1 map transfer, slot rays), so not something you need to worry in this case. If your outfit has a collar, it will clip into necklaces. To avoid it, it has to be separated into a new meshgroup and given the right cut number. To know where to separate, what vertex groups to leave and delete ( because, again, meshgroups in the blend you import in the package must have the same vertex groups as the original ones that are being replaced. You can use this add-on to do it automatically ) , what cut number to give you must clone an item that has a collar. Its package is already tuned to interact with necklaces. Your item has no collar, so you do not need to split it in this area. Same for sleeves. If they are long enough to clip into bracelets, they have to be separated. As for skirt bones, you misunderstood. Some skirts are long enough to be affected by skirt bones, others are not. Yours IS NOT LONG ENOUGH to be affected by them, meaning you should not transfer weights from dresses that have them!! So, again, no skirt bones, no collar, short sleeves - can use chemise with one meshgroup and no skirt bones. 3). You need to clone and export the chemise again to transfer weights. You should delete all current vertex groups on your dress before doing it though. 4). About Clean tool. The number of vertex groups a vertex can be affected by is limited to 4, all extra ones are randomly deleted by s4s. When you transfer weights in newer versions of Blender, each vertex gets values from all bones, but most of them are at zero. So if you will not use Clean tool to remove those zero value vertex groups from all vertices before importing it in s4s, the program will delete all vertex groups but 4 random ones from every vertex. This will result in your mesh flying in-game. It would not be weighted properly. So yeah, you do not need to use 2.7 version of Blender, just do this extra step.
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Post by SiimplyJessica on Dec 8, 2019 22:26:11 GMT -5
3). You need to clone and export the chemise again to transfer weights. You should delete all current vertex groups on your dress before doing it though. 4). About Clean tool. The number of vertex groups a vertex can be affected by is limited to 4, all extra ones are randomly deleted by s4s. When you transfer weights in newer versions of Blender, each vertex gets values from all bones, but most of them are at zero. So if you will not use Clean tool to remove those zero value vertex groups from all vertices before importing it in s4s, So i actually used the original suggestion you gave, the sweater dress and used it as my reference mesh, i appended it to my new mesh and transferred weights. i have never done it before so i used a few tutorials posted by brujah and orangemittens. i used the clean tool after transferring the weights. i don't know what to do after that?
so here's the updated file with the transferred weights. did i fix the problem? updated mesh
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