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Post by nilootwilyy on Apr 4, 2021 7:44:15 GMT -5
Hi ! I'm working on editing a full body mesh ( for my personal use) which is going to contains of two bracelets . One of the bracelets is attached to the bone and works properly in game but the other one isn't attached to the body and is floating in the air . My problem is when the floating bracelet and the full body mesh ( the other one which works properly is jointed to the full body mesh and together are one item ) are individual meshes and imported to sims 4 studio , only the full body mesh appears . Then when I am trying to merge the floating bracelet and the full body together, all of them show up in sims 4 studio but in game the bracelet which I said before is floating and I don't know what to do . I'm a beginner in blender maybe I messed up the cut numbers . I would be so thankful if any one could help me to fix this . Sorry English isn't my first language .
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Post by mauvemorn on Apr 4, 2021 7:46:15 GMT -5
Hi. The bracelet is either not rigged or is affected by the wrong bone. Share the blend file, please
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Post by nilootwilyy on Apr 4, 2021 8:21:50 GMT -5
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Post by mauvemorn on Apr 4, 2021 8:34:34 GMT -5
The mesh is not assigned to the bones and uv_1 is not edited. Transfer both from the body - make sure both the reference and your bracelet are visible and selectable; - select the reference, shift-select the bracelet, in weight paint mode click on Transfer weights, set it like in the pic, then choose Clean with All groups and Limit total. - switch to object mode, select the bracelet, add Data transfer modifier, choose the body as source object, set the rest like in the pic, apply;
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Post by nilootwilyy on Apr 4, 2021 9:08:53 GMT -5
Thank you so much for your guidance! I did all of the steps that you said but I have another question, should I merge both of meshes together? Because the bracelet isn't showing up in S4S
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Post by mauvemorn on Apr 4, 2021 9:20:05 GMT -5
Yes, you should. Otherwise, it will not be imported. Once you join them, the bracelet will turn "partially invisible". To prevent this, you need to flip normals before joining the bracelet with the body ( select the bracelet, in edit mode select everything with A, Mesh - Normals - Flip normals ).
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Post by nilootwilyy on Apr 4, 2021 9:48:37 GMT -5
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Post by mauvemorn on Apr 4, 2021 10:20:05 GMT -5
The weights were not assigned. You did something wrong, look through the instructions again, make sure the body was visible and selected
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Post by nilootwilyy on Apr 4, 2021 10:40:10 GMT -5
Sorry for bothering 😅 Is it possible to take screenshots how to make them visible and selectable? Sorry I'm very confused because I'm new to blender
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Post by mauvemorn on Apr 4, 2021 10:44:38 GMT -5
The eye icon hides or reveals something, the cursor icon makes it selectable. To select something, just click on it in the outline. To select something else as well, hold shift. Make sure all underlined options are also the same, especially By Name "
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Post by nilootwilyy on Apr 4, 2021 11:21:17 GMT -5
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Post by mauvemorn on Apr 4, 2021 11:40:54 GMT -5
yeah
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Post by nilootwilyy on Apr 4, 2021 11:57:27 GMT -5
I did all the steps in weight paint mode except when I click on Limit total, this message pop ups imgur.com/a/7EcBAVv Maybe that's the problem?
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Post by mauvemorn on Apr 4, 2021 12:12:22 GMT -5
No, that is normal. It mean no vertex is affected by more than 4 vertex groups. Now switch to edit mode, select any vertex on the bracelet and check what vertex groups it is affected by (1-2) there should be something like forearmtwist R, hand R
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Post by nilootwilyy on Apr 4, 2021 12:40:40 GMT -5
In 8th step I should remove b_R_Hand in my case right? I did all the steps but it's now floating again🤕😓
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