Post by katarinamartian on May 24, 2020 17:12:22 GMT -5
I really need help at something. I've already made a thousand clothes but this week, that's the second dress that I have a glitch when I convert it to game. I'm doing everything I always did. I don't know why is this happening.
At Blender 2.70 I deleted the body parts from lingerie game mesh and joined to my dress mesh, I joined them after I added uv_0 and uv_1 to it. Then I opened the file at Blender 2.76, appended the lingerie game mesh, and made the "data transfer" and saved. I came back to Blender 2.70 and made the auto normalize "transfer weight".
As at dresses it becomes weird, I went to Blender 2.76 again and made the weight manually at Pelvis, Thigh, and Calf, append the game walk animation to test it and the dress weight was perfect.
But when I open it at TS4, it stays weird.
I'm almost sure that the problem is something when I do the "weight", but I'm making exactly the same thing as I have always made in all my dresses and now it happens.
Hi. I'm on mobile right now, cannot check the file, did you clone a lingerie set to start a package but transferred weights from something else? If yes, you are replacing something that is not affected by skirt vertex groups with something that is.
Also, you should make a garment functional first and only then join it with the body. Transfer weights, a uv_1 map and vertex paint before joining the garment with thebody
You do not need two versions, everything can be done in 2.76, just differently
The difference in weight transfer process is the last step, Clean tool: - Make sure both your mesh 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.
The difference in vertex painting is that you need to change shading before sampling the color 1). Switch viewport shading to Bounding box; 2). Choose a dropper; 3). Sample the color.
Last Edit: May 24, 2020 17:59:05 GMT -5 by mauvemorn
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Hi. I'm on mobile right now, cannot check the file, did you clone a lingerie set to start a package but transferred weights from something else? If yes, you are replacing something that is not affected by skirt vertex groups with something that is.
Also, you should make a garment functional first and only then join it with the body. Transfer weights, a uv_1 map and vertex paint before joining the garment with thebody
You do not need two versions, everything can be done in 2.76, just differently
The difference in weight transfer process is the last step, Clean tool: - Make sure both your mesh 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.
The difference in vertex painting is that you need to change shading before sampling the color 1). Switch viewport shading to Bounding box; 2). Choose a dropper; 3). Sample the color.
"did you clone a lingerie set to start a package but transferred weights from something else?" No! I always use lingerie for everything. Then I make the weight. It always works. As you saw at gif it was ok at Blender walks.. but at game it's a mess. I dont know why!
How the mesh behaves in Blender or The Sims 4 Studio is not indicative of how it will behave in-game. You should not be transferring weights from items with non-skirt-like bottoms to items with skirt-like bottom because the transition between weights between legs will be sharper. Neither what I said earlier nor this is the reason for this distortion though. We usually ask people to share both their package and blend files because s4s changes the blend file. Export the blend file, click on ThighTwist, Thigh, Pelvis, Calf vertex groups in weight paint mode and you'll see what's going on. It seems that b__R_ThighTwist__ weights were completely deleted and that area filled with neighbouring vertex groups.
Do not use Make blank button, it removes maps from the file which disturbs its structure and causes issues.
Also, your dress is vertex painted by the color meant for hair and accessories
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
PLEASE FOLLOW THE RULES OF CREATOR HELP:
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• provide download link(s) to .package and .blend files.
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Post by katarinamartian on May 25, 2020 16:30:06 GMT -5
mauvemorn I'm shocked! I exported the mesh from package and it's totally different from my Weight Gradient paint. I'm terrified!! Sometimes I remove the thigh twist but before that week it always worked.
Do you have any weight tutorial for dresses/skirts?
I guess I'll have to learn again. My method is not working anymore.
I did the vertex paint you told but nothing changed.. I import a new dress to the game and the glitch is there, I've exported the mesh from s4s and is weird too.
Meanwhile, I'm applying transfer weight from old dresses that worked.
For example, I've used a game dress to transfer the weight to my new dress and the leg is crossing over the cloth. As my last method is not working anymore, I wanna know if you know any tutorial that can teach that.
This example dress has transparency, that's why I can't delete the leg.
You re-transferred the weights to the yellow dress and the glitch like in the first two videos remained? Re-start the package, it must be corrupted or you are not seeing the updated file.
There is no special way of transferring weights to skirt-like bottoms. You will not get good results no mater what you do because of the dress' current topology. The reason it looks right in Blender is because morphs do not come in play like they do in CAS. The purpose of retopology is to create optimal topology, not uniform. The density should be higher in places where it can preserve details or where the mesh bends, and lower anywhere else. Retopology should be done with consideration for the 3d model's and uv islands shapes, which is something MD's Remesh fails to do completely. You're only making it worse by using it. When you transfer weights from low poly to high poly meshes, they do not transfer quite like you'd want them to.
You can smooth the results, but it will lead to loss of intensity in places where it is needed and spreading of influence where it is not needed. This will result in slightly smoother animation, but the body underneath that is affected by the same vertex groups differently will start poking out. Taken how much more dense your garment is, it will be poking out regardless. Here is an example of how the same thing ( weights, morphs) can affect meshes differently based on their topology
I do not see a point in wasting time on manually painting or moving the garment when it would be faster to go back to MD and, if not do proper manual retopology, at least reset Remesh and raise Particle distance to at least 20 Here is your dress ( package, blend ) with re-transferred weights, uvs in uv_1, vertex painted the right way. Animates and morph like cramped paper, the body pokes out during walking. When I smooth the weights, it gets worse
Last Edit: May 26, 2020 8:03:00 GMT -5 by mauvemorn
PLEASE FOLLOW THE RULES OF CREATOR HELP:
• describe your problem and provide a picture of it (if possible);
• provide download link(s) to .package and .blend files.
If you have a Gmail acc, you can host all of the above on Google Drive
In my humble experience manual modifications of weight paints in blender are huge hassle in general nonetheless when it comes to S4 objects since there are so many vertex groups!
The easiest way to fix it would be to find a similar EA dress (full body dress), export the mesh, append the objects to your own mesh and transfer the weights from EA's to your own.
1. Select your own mesh. (object mode)
2. Select EA's mesh (so it becomes active object)
3. While still in object mode click on "Data" at the bottom tool bar (right of "View", "Select", "Add") then on "Transfer Mesh Data" (Shift + CTRL + T)
4. Test the mesh in CAS try with different walking styles and with some or all slider extremes on (very fat, very large breasts etc)
5. If it's still not good enough (which it wont be in 94% of the cases) because one of the knees is sticking out while walking or alike then u can go back to the mesh and try to fix it manually.
NB. I've looked at your mesh and it looks like that there is some hidden geometry (some loose vertexes and edges) around those areas where the problem occurs! Removing those could (only could) do the trick. To try to fix it (select the lower part of the dress from 3d view (not from UV map and make sure that you limit the selection to visible) once u have selected most of it (no need be all) separate "P" by selection remove those loose vertexes and edges, rejoin after and test it. (Should not take more then a few minutes)
In my humble experience manual modifications of weight paints in blender are huge hassle in general nonetheless when it comes to S4 objects since there are so many vertex groups!
The easiest way to fix it would be to find a similar EA dress (full body dress), export the mesh, append the objects to your own mesh and transfer the weights from EA's to your own.
1. Select your own mesh. (object mode)
2. Select EA's mesh (so it becomes active object)
3. While still in object mode click on "Data" at the bottom tool bar (right of "View", "Select", "Add") then on "Transfer Mesh Data" (Shift + CTRL + T)
4. Test the mesh in CAS try with different walking styles and with some or all slider extremes on (very fat, very large breasts etc)
5. If it's still not good enough (which it wont be in 94% of the cases) because one of the knees is sticking out while walking or alike then u can go back to the mesh and try to fix it manually.
NB. I've looked at your mesh and it looks like that there is some hidden geometry (some loose vertexes and edges) around those areas where the problem occurs! Removing those could (only could) do the trick. To try to fix it (select the lower part of the dress from 3d view (not from UV map and make sure that you limit the selection to visible) once u have selected most of it (no need be all) separate "P" by selection remove those loose vertexes and edges, rejoin after and test it. (Should not take more then a few minutes)
Where did you see the "hidden geometry" I'm not seeing it.
I'll also try this data thing.
I'll leave here how a friend that's also a creator taught me to smooth the weight at skirts, between legs, and it always worked. It worked in a hundred dresses.. But now it didn't. I even deleted the blender and download it again, the s4s didn't update and neither the game. I really can't get over it because out of the blue, what I did before stopped working. I'll just show you how I always did and until last week worked perfectly:
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.
Last Edit: May 26, 2020 17:37:32 GMT -5 by mauvemorn
PLEASE FOLLOW THE RULES OF CREATOR HELP:
• describe your problem and provide a picture of it (if possible);
• provide download link(s) to .package and .blend files.
If you have a Gmail acc, you can host all of the above on Google Drive
Post by katarinamartian on May 26, 2020 17:46:14 GMT -5
mauvemorn I'd tried a few times to manual retopology at MD and it didn't work. After I've made all, it created a new pattern without seams and with a lot of holes. I needed to redo the seams and simulated again, what lost some details. I'm sure I've made something wrong but was frustrated.
Yes my mesh has legs at both dresses I showed before.
I'll try to make it that you told above, but I've never touched at anything in this vertex area. Do I have to make it after the transfer weight?
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