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Post by ladyuzu on May 21, 2020 6:32:38 GMT -5
Are you sure you are seeing the updated version of the package? The mesh floats when the weights were not cleaned. Your weights are ok.It has nothing to do with uvs or vertex paint. Maybe the file is corrupted Reducing the polycount to the lowest possible is not the point of retopology, making it optimal is. There should be more density in places where the mesh, like, bends where the folds are and less where it is flat. You have uvs in the place meant for shoes and tops. The mesh is vertex painted the wrong way by the wrong color. In newer versions of Blender you need to change shading to Bounding box before sampling the color. Maybe it was currupted. I found my previous MD mesh in another pc and I used it instead. I tried to do the retopology in blender this time, following this tutorial because I'm still not really understanding how I can draw a good topology by myself. I moved the uv, and as reference pic for the uv I used this time the one with different colors and not the nude body as I didn't have any idea that the space that I used was for the shoes/shirt. For the vertex paint, before I used blender 2.78 because I coudn't do it in 2.70. I realized, when trying again, that I was trying to manually paint on the skirt with the brush and that's why I coudn't do it at all (and why I switched to 2.78 and had that result). Now I understood how to do it with blender 2.70 and it worked fine. I did everything from the start again. Much better! Still not really ok in some parts skirt pictureedit: What do I need to do to make the inside of the skirt visible? Now it seems as if it's not there.
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Post by ladyuzu on May 24, 2020 9:57:11 GMT -5
I found another problem that I don't know why it's happening... Picture Blender
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Post by mauvemorn on May 24, 2020 13:45:34 GMT -5
edit: What do I need to do to make the inside of the skirt visible? Now it seems as if it's not there. With Solidify modifier
In-game a sim stands with arms down while the avatar in MD had its arms up. Clothing with loose armpit area must be made with arms down. Here is a tutorial, please watch it fully before following because no one ever does and then wonders why nothing works for them
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Post by ladyuzu on May 26, 2020 3:21:08 GMT -5
For someone that doesn't really know how to do it, your tutorial is not really beginner friendly. You can add, if you want, an explanation to the step that you have to use the exact same avatar (I was using the one that you can download here on this forum for MD and it didn't work; then, after a while, I thought that maybe if I used the one that I modified with arms up but with the arms down it would work, and it was like that). When I tried to do it with my usual avatar it said that it was incompatible with the current avatar the moment that I tried to load it as morph target.
And before that, I had to (and fortunately it was there) search under the video hoping to find between the comments how to import an avatar for MD in blender because I didn't know.
These things may sounds stupid to someone that already know how it works, but I assure you that for a beginner they are foundamental steps to be able to understand :'(
I'm not really following even near the end, when suddendly there is another mesh. It is just because you recorded on another day or ...? And after the link that you attached cover what you're doing.
This is just my suggestion for a more beginner friendly tutorial T__T anyway, thank you as always because without you I would have given up already.
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Post by ladyuzu on May 27, 2020 5:50:40 GMT -5
I don't know why there's a hole under the armpit when I need to smoother the weights. I did step by step copying every single thing that I could see in the video, I don't undertand why it does that... blender file
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Post by mauvemorn on May 27, 2020 6:17:38 GMT -5
Added the note about identical topology
Can't check right now, did you remove doubles after joining meshgroups like i did at 4:30?
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Post by ladyuzu on May 30, 2020 4:23:46 GMT -5
Added the note about identical topology Can't check right now, did you remove doubles after joining meshgroups like i did at 4:30? thank you for taking in consideration what I wrote. The holes happen before removing doubles, when I'm at 4:25. When I pose the rig after joining again the torso/sleeves. I tried again, this time removing the doubles before moving the rig, and it didn't happen. after 5:09 if I do the t-pose with the tshirt on it stretches under the armpits and in the game the mesh is terrible. Edit: Or do I have to keep this mesh just for the weights and use the previous t-version created in MD for the game?...
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Post by mauvemorn on May 30, 2020 5:42:15 GMT -5
Thr mesh was separated into sleeves and torso to ensure that sleeves (with lowered arms that are close to the torso) will not be affected by torso vertex groups and torso will not be affected by arm vertex groups after weight transfer. After that the area where sleeves are joined with the rest had different vertex groups. You have to remove doubles after joining all parts of the garment together, before returning the rig in its previous state. The mesh was split, vertices that share the same coordinates along those split areas got different vertex group values, they will move differently. To fix it, you have to join them into one to fix the weight difference. However, the vertices around them will still be affected by different vertex groups and have a big difference in values. To fix this, you must smooth the weights in this area. The higher the density of the wireframe, the less effective smoothing will be. Using this mesh as a reference for weight transfer is pointless.
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Post by ladyuzu on Jun 1, 2020 4:20:08 GMT -5
I understand... then how can my mesh be good even under the armpits? If a sim with that thirt just slightly bring up their arms you can see how it is stretched and badly deformed...
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Post by mauvemorn on Jun 1, 2020 4:31:28 GMT -5
You just need to either retopologize or raise Particle distance so that the topology is not that dense. Then you edit the armpit area with a smooth brush like i did in the video
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Post by ladyuzu on Jun 4, 2020 9:54:32 GMT -5
aah... then fewer details under the armpits are better, ok I'm going to try it c: I don't know if I should open another thread for each new question I have or not :/ this is a nsfw project. I combined a nude bottom and ww nude to have the bulge, and I'm converting a female bikini underwear to male. I'm not really focusing on the mesh now, just trying to understand how I can make it work in game with what I'm learning. the problem is this one (phone video, cas nudity) videoI tried with different methods for transferring weights 1) using ww nude (that has more bones) 2) using the game nude 3) using a full body swimsuit (because it's a bit high on the hips) 4) using another bikini panties and I tried both vertex colors 00FF00 and 3FFF00 I'm clearly missing something as nothing really helped This is the n.3 with the swimsuit weights blender
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Post by mauvemorn on Jun 4, 2020 10:12:11 GMT -5
We need access to be able to see and download files
I'm not sure if I understood the problem from the description, but you just need to combine both nude parts, use them as a reference for weight transfer and uv_1 to your swimsuit, then clone a lingerie set and import them there
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Post by ladyuzu on Jun 4, 2020 11:40:33 GMT -5
We need access to be able to see and download files I'm not sure if I understood the problem from the description, but you just need to combine both nude parts, use them as a reference for weight transfer and uv_1 to your swimsuit, then clone a lingerie set and import them there I updated the links now they should work (I didn't notice that drive changed the share method) I tried that too... something didn't work.
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Post by mauvemorn on Jun 4, 2020 12:30:56 GMT -5
The problem is in the vertex paint. In newer versions of Blender you should change viewport shading to Bounding box before sampling the color. Or you can just memorize: 00FF00 - skintight, 3FFF00 - robe-like, 007F00 - accessories and hair
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Post by ladyuzu on Jun 12, 2020 3:49:16 GMT -5
The problem is in the vertex paint. In newer versions of Blender you should change viewport shading to Bounding box before sampling the color. Or you can just memorize: 00FF00 - skintight, 3FFF00 - robe-like, 007F00 - accessories and hair Thank you! It's better if I use 2.70 for vertex colors from now on then. If I want to make wide legs pants, do I still have to change the rig for the weights? I tried the normal way and the inner side of the pant's leg was like glue to the other one so that the mesh was stretched on the sims when it was moving.
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