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Post by matrenya on May 22, 2020 10:34:58 GMT -5
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Post by mauvemorn on May 23, 2020 2:09:18 GMT -5
Hi. The dress does not morph and animate right between the legs because the robe variation of deformation maps meant specifically for that area is not applied. Vertex paint is used for that. 3FFF00 is meant for any skirt-like bottom, 007F00 is for hair and accessories, 00FF00 is skintight ( basically for everything else). There are some more colors ( hairline, mermaid tails ), but they should be sampled from the reference. Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors Another thing that might improve animation in the skirt area is Smooth tool, but be very careful with it, apply it to the skirt only There is one way you can resolve it without changing topology, but I usually avoid suggesting it because it can cause more issues if you're not careful: 1). Never use it on the body. Either separate the garment or just select it only; 2). Each vertex can be influenced by no more than 4 vertex groups, the rest will be deleted by s4s during import. Use Limit total to remove the right ones ( with the lowest values) after every time you use Smooth tool; 3). Some vertex groups ( armpits, sometimes knees and elbows ) should not fade smoothly, it will affect animation. It is best to either avoid using this tool on these areas of clothing or adjust them individually afterward; 4). It can spread the paint too far, be very careful with it. You can use Clean tool and change Limit to, say, 0,05. Anyway - Make sure the mesh has Armature modifier and rig selected. This insures that weights auto normilize when you edit them in Weight paint; - In Edit Mode disable Limit selection to visible. Holding Ctrl, LMB-click-and-drag to select the garment partly, then press Ctrl L to select the rest; - Switch to Weight paint and enable Vertex selection masking for painting; - adjust the settings, if you need it to expand less or more, adjust Expand/Contract; - use Limit total with Limit set to 4 and Subset to All groups; - if it won't work, select each breast vertex groups and use Smooth tool with more Expand and Subset set to Active group. Don't forget to use Limit total again; - since you adjusted weights on the mesh with split edges, don't forget to remove doubles to make sure that vertices that share coordinates also have the same vertex group values. By the way, your dress is really well made, the only thing I would advise is to avoid putting uvs in that bottom right corner BECAUSE EVERYONE PUTS EVERYTHING THERE. You're not safe even with full-body outfits because people put there EYELASHES ( LIKE??????????????????????). And you should not import meshes affected by skirt vertex groups into a package started from something that does not have them because this issue may happen. If you won't see it in your game, it might appear in someone else's. It's always best to check for foot, toe and skirt vertex groups or just import your blend into the package of the same item you used to transfer weights from
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Post by matrenya on May 23, 2020 8:42:44 GMT -5
"By the way, your dress is really well made, the only thing I would advise is to avoid putting uvs in that bottom right corner BECAUSE EVERYONE PUTS EVERYTHING THERE. You're not safe even with full-body outfits because people put there EYELASHES ( LIKE??????????????????????). And you should not import meshes affected by skirt vertex groups into a package started from something that does not have them because this issue may happen. If you won't see it in your game, it might appear in someone else's. It's always best to check for foot, toe and skirt vertex groups or just import your blend into the package of the same item you used to transfer weights from"
Oh, but i kinda run out space with those small details... hmm I'll think where to put them. So much information and advices O_O thank you so much! Gonna try everything)
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Post by mauvemorn on May 23, 2020 9:04:41 GMT -5
If my memory serves me well, the space under one arm was completly free. The bottom part of it is meant for shoes, but the top one is fine to use for a full-body outfit
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