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Post by deathpoke1qa on Jun 9, 2020 6:15:02 GMT -5
I've been working on this leather vest cc for the past few days and all I want to do is to take the spikes from the female basegame leather jacket and put them on my cc. But, when I did, the spikes ended up all distorted (see below) What's weird is that two of the spikes are perfectly fine but the other two are not. I'm 99% sure that it's either an issue with the UV_1 or a weight issue but I'm not well-versed enough in either of those two things to know exactly what I need to fix. I've been re-doing the UV_1 and doing weight transfers from various items in the game and I've had no luck with solving this issue. In fact, this is the best I was able to get it. If anyone would be willing to look at the blender file and tell me what they think the issue is, I'd greatly appreciate it. If I can't get it fixed, I have a backup plan, but I really like these cute spikes, so I hope I can make it work. You can download the blender file HERE and (if you needed it for whatever reason) the package file HERE.
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Post by mauvemorn on Jun 9, 2020 8:05:34 GMT -5
Hi. Google changed the Share menu recently, you need to allow other people to be view the file
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Post by deathpoke1qa on Jun 9, 2020 8:19:14 GMT -5
Hi. Google changed the Share menu recently, you need to allow other people to be view the file Whoops! It's fixed now!
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Post by mauvemorn on Jun 9, 2020 10:17:50 GMT -5
I think the initial issue you had was caused by how weights transferred. I re-did weights and a uv_1 map, but the shoulder width deformation map would make the first two bigger than the other. Vertex painting them with 007f00 or 3fff00 did not help either. Merging all uvs of each spike into one did not help, but doing it and placing them on top of each other did. The shape and size were preserved, but not placement. The ones closest to the neck area would start floating when I changed the with of shoulders because they did not morph with the closest part of the jacket. Anyway, you can separate the spikes and transfer weights with Nearest face interpolated instead of the default option, but that would be as good as it gets I guess.
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Post by deathpoke1qa on Jun 13, 2020 1:53:07 GMT -5
Thank you for your reply! I took your advice, separated the spikes and gave them a separate weight transfer. I actually had to separate the spikes closest to the shoulders and give them their own weight transfer, too. It messes up the placement a little bit, but I can live with that. My issue is that the last spike gets horribly warped whenever you adjust the width of the shoulders and I don't really know what I could do to minimize this from happening or if it's even possible to do so. The files linked in the top post of this thread have been updated, if you have any suggestions, I would greatly appreciate it.
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Post by mauvemorn on Jun 13, 2020 8:51:21 GMT -5
You can try moving uvs in the uv_1 of these 2 last spikes closer to the rest of them, like, higher on the map. Need to find a sweet spot
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Post by menaceman44 on Jun 13, 2020 9:56:43 GMT -5
This is just a guess but couldn't you compress each spike to a single vertex on the UV_1 map? That way each spike should still move relative to the body but keep their own proportions since each vertex would be getting exactly the same influence from the UV_1 map?
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Post by mauvemorn on Jun 13, 2020 10:21:10 GMT -5
I tried doing it, but they would start floating. But I think doing it and finding the right spot might work
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Post by deathpoke1qa on Jun 14, 2020 15:35:09 GMT -5
So, I ended up compressing the UV_1 of the spikes into individual single vertex points and that did make the spikes stop warping with the arms. The issue then became that whenever the sim would lift their shoulders, the spikes would float. So, I just extended the bottom of the spike mesh into the shoulder and it's not even noticeable anymore. So, now it's at a point where I think it's as good as it's going to get and I'm fine with it! Thank you all for your help!
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