|
Post by solistair on Sept 13, 2020 10:57:25 GMT -5
Hello! I'm aware it might not be very visible, but I've attempted to make this frankenmesh from the start with the same result and now I'm kinda lost. I've checked weights and vertex paint, I've used different tops and dresses to put together and I really don't know what else to try. I've had this issue with a few of my last attempts at frankenmeshing but never before that... Does anyone nkow what I need to do, how I can learn to fix this?
|
|
|
Post by mauvemorn on Sept 13, 2020 11:01:16 GMT -5
Hi. It's uv_1 most likely. We'd need to see the package to know for sure. Weights and vertex paint have no effect on the mesh in s4s.
|
|
|
Post by solistair on Sept 13, 2020 11:21:19 GMT -5
Here's the file: www.mediafire.com/file/ah75vdhm9c0s3j1/fileI've never really learned much about uv_1 stuff except when working with MD meshes so I'm quite lost on how to work with this. Edit: I tried's the uv_1 tutorial of putting it in place but the issue persists. Edit2: I imported a nude top and bottom and saw some cutting through the mesh I had made and so I increased its size and now the clipping is gone.
|
|
|
Post by mauvemorn on Sept 13, 2020 11:55:26 GMT -5
Ugh, i'm sorry, i was meant to say uv_0, the one that is responsible for textures. uv_1 also has no affect in s4s. But no, that's actually not it. What you are seeing is another mesh clipping through. Some meshes are split into more than one meshgroup to tune each of them differently. The swimsuit you cloned is split into 3 meshgroups with two of them being in the calf area. This is done to make them disappear during interaction with tall boots. This is dictated in Region map. These first two meshgroups in the calf area have 0000 and 0001 cut numbers while the rest of the body has 0002. The problem here is that you cloned an item made of multiple meshgroups and imported a blend file with only one meshgroup. During import only one meshgroup with cut number 0000 was replaced while the other two stayed. What you are seeing is that "rest of the body with cut number 0002" poking out. Anyway, click on Create 3d mesh, type lingerie in the search bar, clone that, import your blend there instead Also, dresses should be vertex painted like this 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 [/div]
|
|
|
Post by solistair on Sept 13, 2020 11:57:37 GMT -5
Ohh I didn't know that! I always went with the swimsuit but will type lingerie and try that instead. Will keep the vertex paint in mind, I had no idea but it does make sense regarding an issue I had previously with a dress. Thank you!
|
|
|
Post by solistair on Sept 13, 2020 12:34:28 GMT -5
Well it worked to remove the cut out pieces, but after I transfered it, it's not entirely... wild? I've attempted several weight transfers but it's only different versions of weirdness.
|
|
|
Post by mauvemorn on Sept 13, 2020 12:36:39 GMT -5
These is not weight related, share the updated blend and package files please
|
|
|
Post by solistair on Sept 13, 2020 12:42:44 GMT -5
|
|
|
Post by mauvemorn on Sept 13, 2020 12:59:41 GMT -5
You vertex painted the mesh with the color meant for accessories and hair. Do it like I quoted above The uvs in the uv_1 are not meant to fit in the uv space. Open a uv_1 map of any maxis garment, it is twice the size because the deformation maps are mirrored. Select a uv_1 map, select everything with A, press S X 2, then press -512.
You do not need to set up the background or do anything beyond transferring a uv_1 map so long you set up Data transfer modifier right. For the future, never transfer weights or a uv_1 map for the body, it never transfers right. While uvs may not cause an issue, the weight will because the fingers re too close. From close up you will see that they do not move right.
|
|
|
Post by solistair on Sept 13, 2020 14:00:29 GMT -5
Thank you so much for your patience, Mauvemorn. I learned a lot! Will keep this method ofvertex painting and making sure the uv_01 is correct as well. The dress is saved!
|
|