|
Post by applews on Apr 29, 2020 5:04:26 GMT -5
So I've followed this tutorial. I've made some progress then at the end, this problem showed up, where the sliders doesn't work and messed up. No sliders are selectable on the mesh, just on the body. Like when I make my Sim's calves bigger, it resizes the whole mesh. Pictures
Vertex paint color: Green (00FF00). Weights Transferred from an Island Living top. Everything was transferred. I've followed every step, I don't know what I did miss or did wrong. I'd be glad if someone could help me out! Blender file + Package file
|
|
|
Post by mauvemorn on Apr 29, 2020 7:55:26 GMT -5
Hi. This is not a problem with sliders but weights. The author of this tutorial transferred weights in an older version of the program because they did not know how to do it in newer versions. How to transfer weights in Blender 2.76+ - Make sure both your garment and the reference are visible and selectable; - Select the reference mesh, Shift-select your item, switch to Weight paint, choose Transfer weights, choose By name; - Choose Clean tool, scroll up, choose All groups. - delete the reference top. You do not need to re-transfer, just use Clean tool with All groups selected You must delete all parts of the body covered by clothing and all parts of the garment that will not be visible from any angle. This will free a lot of space in the area designated to tops where you should put all of your uvs. Do not put anything in that bottom right corner BECAUSE EVERYONE DOES. This leads to CAS full of items with uvs in the same space that cannot be used with each other. Garment with loose armpit areas should be made with arms down. In your case it is unnecessary, you can just tighten this area in MD. Otherwise, well, you can fix weights and see what happens in CAS You did not transfer a uv_1 map, the item will not morph properly; Do it before you join the body with the garment - Unfold rig, make top visible and selectable. Select it, in 3d view press Shift D to duplicate;; - Add Data transfer modifier to your mesh and choose top as Source object, set the rest like this I suggest to find a different tutorial, a more recent one, because this one offers no explanation at all
|
|
|
Post by applews on Apr 29, 2020 9:49:12 GMT -5
Thank you so much!! That cleaning method helped me a lot! But the sliders still won't work properly. Do I have to redo the weighting or should I get different reference top? Video
|
|
|
Post by mauvemorn on Apr 29, 2020 10:42:57 GMT -5
I did not notice at first but the mesh is vertex painted by the wrong shade of green. It should be 00FF00 while it is 06D406 currently. In newer versions you should either sample with Shading switched to Bounding box or just memorize colors. 3FFF00 is for skirt-like bottoms ( sometimes between breasts as well), 00FF00 is for skin-tight clothing ( anything but skirt-like bottoms, accessories, hair, mermaid tails).
|
|
|
Post by applews on Apr 30, 2020 9:25:23 GMT -5
It's still doesn't work.. I've tried 00FF00, 00FF04 and 3FFF00, but none of them worked. Can you take another look please? :-/ .blend + .package
|
|
|
Post by applews on Apr 30, 2020 10:16:00 GMT -5
Nevermind! I re-did everything from the start and now it's working perfectly! Thank you so much for the help!
|
|
|
Post by mauvemorn on Apr 30, 2020 18:27:42 GMT -5
When you were vertex painting the mesh before re-doing everything, could you see the wireframe? If yes, Face selection masking for painting was enabled but no faces were selected
|
|