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Post by Deleted on Mar 20, 2021 14:13:16 GMT -5
Hi! Thank you so much for reading! I have a dress with two cuts, one for the bodice and skirt, and another for sleeves that I'm trying to make slightly transparent to mimic a tulle texture. I'm fairly new at this, and I've only ever created items that were just tops or bottoms, never a dress before. For this dress, since it's a full body item, I thought I would have to use another full body item to import in the mesh. In this case, I used a one piece swimsuit. It shows up just like I want it to in the S4S viewport, but once I put it in game, the transparent sleeves appear just fine, but the dress looks like it's just overlayed the base sim texture. Here's a photo of it in the S4S viewport: imgur.com/0pt7jNdHere's a photo of that file in CAS: imgur.com/RrYwSVmI thought maybe that it was the swimsuit file causing this issue, so I tried it with the nude top in hopes that it would work that way, but I hit a dead end with that plan when the sleeves didn't show up no matter how many times I tried to have it recognize the second cut. This is what it looked like in the viewport for me with the nude top even when I added the second cut: imgur.com/4APWTV6I'm hopeful that some of you guys know what I did wrong here! I'll post both of the files (the swimsuit one and the nude top one) here so that you can look at them. Thanks so much for your help!!
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Post by mauvemorn on Mar 20, 2021 16:51:39 GMT -5
Hi. There are a few problems: 1). First, maxis items are split into meshgroups to tune each of them differently. For glasses, it is to assign a different shader to lenses. For a swimsuit, it is to make sure the meshgroups in the calf area disappear upon interaction with tall boots instead of clipping into them. Anyway, you cloned a swimsuit made of 3 meshgroups, two of which (in the calf area) are tuned to disappear, and imported a blend file with two meshgroups. Only two meshgroups (the ones that disappear) were replaced, leaving you with the third meshgroup( the remeaning area of the body). Your sim was wearing boots that hid the first meshgroup, so you got to see the third one. 2). Do not model in tris, you end up with uneditable mesh that looks like crumpled paper; 3). Transfer weights and uvs with Nearest face interpolated from the reference that is the closest to yours in length; 4). Dresses must be vertex painted with two colors or they will morph the wrong way; 5). Here is a proper way of adding transparency. Do not follow the "easy" tutorial linked at the beginning because the author makes the same mistake
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Post by Deleted on Mar 20, 2021 17:39:33 GMT -5
Hi. There are a few problems: 1). First, maxis items are split into meshgroups to tune each of them differently. For glasses, it is to assign a different shader to lenses. For a swimsuit, it is to make sure the meshgroups in the calf area disappear upon interaction with tall boots instead of clipping into them. Anyway, you cloned a swimsuit made of 3 meshgroups, two of which (in the calf area) are tuned to disappear, and imported a blend file with two meshgroups. Only two meshgroups (the ones that disappear) were replaced, leaving you with the third meshgroup( the remeaning area of the body). Your sim was wearing boots that hid the first meshgroup, so you got to see the third one. 2). Do not model in tris, you end up with uneditable mesh that looks like crumpled paper; 3). Transfer weights and uvs with Nearest face interpolated from the reference that is the closest to yours in length; 4). Dresses must be vertex painted with two colors or they will morph the wrong way; 5). Here is a proper way of adding transparency. Do not follow the "easy" tutorial linked at the beginning because the author makes the same mistake Thanks so much! I really appreciate it! I have a couple questions. Firstly, I modeled this in Marvelous Designer, which works in tris. How do I change it? Will hitting quadrangulate after the mesh was created help, or do you have to do that beforehand? Secondly, what colors do I use to vertex paint with for a dress? Is there a more in depth tutorial on how to do this? Seriously, thanks so much!
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Post by mauvemorn on Mar 20, 2021 18:21:39 GMT -5
You can change the wireframe at any point (do not forget to run the simulation after that). You can also change the default method This is how to vertex paint 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 Deleted on Mar 24, 2021 12:21:42 GMT -5
Thanks so much! I went through and made the changes you suggested, but I'm still having issues with the transparency working. I followed the tutorial you linked, but no matter what I do the sleeves don't show up when I add the new cut. Is there a specific item I need to clone in order for this method to work? Thanks!You can change the wireframe at any point (do not forget to run the simulation after that). You can also change the default method This is how to vertex paint 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 mauvemorn on Mar 24, 2021 12:36:52 GMT -5
Make sure that all meshgroups are visible and selectable, that they have cut number. Import the blend at the very end of the process, after you’ll edit the LODs entries
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