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Post by thyagom on Nov 7, 2020 21:01:35 GMT -5
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Post by Feyona on Nov 8, 2020 5:30:05 GMT -5
You didn't limit total to 4 bones per vertex. Studio will throw off the weights if there are more than 4 assigned to the vertex because 4 bones per vertex is the game limitation.
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Post by thyagom on Nov 9, 2020 12:58:25 GMT -5
You didn't limit total to 4 bones per vertex. Studio will throw off the weights if there are more than 4 assigned to the vertex because 4 bones per vertex is the game limitation. I did not understand can you explain?
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Post by mauvemorn on Nov 9, 2020 13:10:10 GMT -5
Hi. After you transfer weights, each vertex can become affected by many vertex groups. However, for The sims 4 the limit of vertex groups a vertex can be affected by is 4. If there is more than that, the sims 4 studio will delete random ones and auto-normalize weights. This may lead to undesirable effect. So what you should do instead is use a tool called Limit total to remove those extra vertex groups starting from the one that affects the vertex the least. Here is how to do this
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Post by thyagom on Nov 9, 2020 13:27:03 GMT -5
Hi. After you transfer weights, each vertex can become affected by many vertex groups. However, for The sims 4 the limit of vertex groups a vertex can be affected by is 4. If there is more than that, the sims 4 studio will delete random ones and auto-normalize weights. This may lead to undesirable effect. So what you should do instead is use a tool called Limit total to remove those extra vertex groups starting from the one that affects the vertex the least. Here is how to do this which version is this, 2.70 does not appear as the photo.
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Post by thyagom on Nov 9, 2020 13:31:48 GMT -5
Hi. After you transfer weights, each vertex can become affected by many vertex groups. However, for The sims 4 the limit of vertex groups a vertex can be affected by is 4. If there is more than that, the sims 4 studio will delete random ones and auto-normalize weights. This may lead to undesirable effect. So what you should do instead is use a tool called Limit total to remove those extra vertex groups starting from the one that affects the vertex the least. Here is how to do this does this fit for shoes too?
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Post by mauvemorn on Nov 9, 2020 16:14:40 GMT -5
You do not need to use 2,70 at all, everything can be don in newer versions and better. If 2.78 or 2.79 work for you, use either for everything. If not, use 2.76.
This works for everything, but there is no need to use it for shoes since there is only 3-4 vertex groups there
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