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Post by kittykatnip on Mar 6, 2021 14:24:48 GMT -5
I'm almost done with this mesh. I've done vertex paint, transfer weights, data transfer. And so I went to import it into s4s textureless to make sure it looks okay. Turns out there are a couple of tiny holes/clipping. Usually when I notice this when I first import my obj into blender, fixing the mesh (using edge, vertices and faces and moving them around etc) is my first step. However, after seeing the clipping, I went back and tried to fix the mesh the way I normally do but when I saved and reimported into s4s the holes are still there as if my adjustments to the mesh didn't register. Is it too late for me to fix these holes since I'm so far into it or should I be using another method? (I also tried Remove Doubles but that didn't work either) Here are my two saves (their names relate to the steps I took): blender save 1 (before removing doubles) and blender save 2 (after removing doubles)(these are still me making practice pieces fyi)
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Post by mauvemorn on Mar 6, 2021 15:00:58 GMT -5
Hi. Your blend has one meshgroup with a cut number 0000. The item you cloned has 3 meshgroups with cut numbers 0000, 0001,0002. When you import your blend into the package, only one of them gets replaced, the other two stay and overlap/clip into your garment. Clone a lingerie set, its lod0 has one meshgroup There are other issues: - do not join the body with the garment until you rig, unwrap, and vertex paint the mesh. The weights do not transfer right in the finger area; - transfer weights and uv_1 with Nearest face interpolated or it will morph like a crumpled paper; - delete all parts of the body the garment covers; - dresses should be vertex painted with two colors; 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
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Post by kittykatnip on Mar 6, 2021 15:45:46 GMT -5
Hi. Your blend has one meshgroup with a cut number 0000. The item you cloned has 3 meshgroups with cut numbers 0000, 0001,0002. When you import your blend into the package, only one of them gets replaced, the other two stay and overlap/clip into your garment. Clone a lingerie set, its lod0 has one meshgroup There are other issues: - do not join the body with the garment until you rig, unwrap, and vertex paint the mesh. The weights do not transfer right in the finger area; - transfer weights and uv_1 with Nearest face interpolated or it will morph like a crumpled paper; - delete all parts of the body the garment covers; - dresses should be vertex painted with two colors; 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 Oh wow, I didn't realize there was so much wrong with it Thanks! I'll restart with what you said in mind!
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