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Post by sirthopas on Nov 8, 2020 20:59:26 GMT -5
The in-game distortion. Hard to see, but the ankles are fusing together and the skirt has "bulked" up.
These are the extra pieces that show up in the studio on LOD1.
The base that I used was the black and teal one-piece bathing suit that I have used as a base many times before.
This one
But for some reason when I tried to convert this mesh Dragon Age: Inquisition, it has added vertices to LOD1 that weren't there in either the original base or in the mesh I converted. I imported the exact same mesh (without decimating anything) for all four LODs, but again LOD1 becomes distorted. I think tried to use a separate base, this time the slip/nightgown
This one
But again the same thing happened. I don't think it's the weights, because everything is fine when I put the exact same mesh in any of the other lods. An extra piece of geometry also appears in the warehouse. The third geometry seems to be the weird skirt like thing that appears on LOD1, but it doesn't affect the distortion to the feet. I'm assuming there's something going on with the mesh I converted, but I have no idea what since I've converted many items from DAI with no problem or why it only affects LOD1.
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Post by mauvemorn on Nov 9, 2020 16:07:18 GMT -5
Hi. These type of distortions can happen for 2 reasons: introduction of new bones or mismatched number of meshgroups between the imported blend and lods of the cloned item. In your case it the later but there's more. First, your garment comes with shoes, meaning it should be affected by foot and toe bones. You transferred weights from something that is not affected by them, so neither is your mesh. Second, there is no base game item that comes with shoes and has only one meshgroup in all lods. Clone yfBody_Bonus01SWarsAayla, export lod0, open the blend, import your item there, re-transfer weights from s4studio_mesh_2, delete s4studio_mesh_2, delete areas of the finger on your mesh that overlap with those of s4studio_mesh_1, save, import back in the package, you can import it in lod1. For lod2 and 3 you need to merge two meshgrpups into one first and make sure the cut number is 0000
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Post by sirthopas on Nov 26, 2020 17:35:20 GMT -5
So, I took your advice and changed the base mesh on the Star Wars costume, and while the skirt was fixed the feet still had the same issue on LOD 1. I have since used another base mesh with feet, this one the base game space costume and again LOD 1 distorts the feet. Here is the latest version that I have tried correcting. Package
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Post by mauvemorn on Nov 27, 2020 12:06:22 GMT -5
Could you please check if this happens with this file in your game?
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Post by sirthopas on Nov 27, 2020 15:15:06 GMT -5
No, I checked it and it seems to work fine. The base is the Star Wars mesh? I had tried that one as well and I had still gotten the same messed up feet. Is there a step I am missing?
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Post by mauvemorn on Nov 27, 2020 16:12:26 GMT -5
It is hard to say what is wrong with a blend because s4s changes it upon import. We ask people to share both package and blend files for that reason. I imported this blend in both lod0 an lod1, compare it to yours
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Post by sirthopas on Nov 27, 2020 19:41:38 GMT -5
I found it! The difference was you had deleted more of the leg. I don't know why the weights weren't working on those particular vertices or why it only affected LOD1, but I deleted them and adjusted the boot more to hide the gaps. Thank you so much!
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