darkppins
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my blogger https://ddarkpinkrosa0.tumblr.com/
Posts: 13
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Post by darkppins on May 10, 2021 10:12:48 GMT -5
For the first time i am tending to make clothes with mesh divisions I'm creating a transparent outfit, but the problem is the weight of the mesh, in the game I can't move the body through the mesh and the mesh doesn't change, I have no idea what I did wrong Can someone help me ?
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Post by mauvemorn on May 10, 2021 10:41:19 GMT -5
Hi. Please share blend and package files
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darkppins
Member
my blogger https://ddarkpinkrosa0.tumblr.com/
Posts: 13
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Post by darkppins on May 10, 2021 11:14:51 GMT -5
Hi. Please share blend and package files I sent you in the private message
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Post by mauvemorn on May 10, 2021 14:22:33 GMT -5
I suggest you to remake the mesh even if it does not crash your game, it is too high-poly for sharing if that is what you're planning to do. 1). The mesh is very and unnecessary high-poly. You should go back to MD and increase Particle distance. Maxis meshes do not go above 10k and neither should yours unless absolutely necessary, which is not the case here. Also, before creating a high-poly mesh for the bake, make sure to smooth the avatar in MD to prevent it from conforming to low-poly body underneath; 2). The dress does not conform to the body because it has no proper uv_1; How to transfer a uv_1 map - find a reference that is of the same length as your garment and has as few sculpted details as possible; - select your mesh, add a new map, name it uv_1; - add Data transfer modifier, choose the reference as Source object, set the rest like in the pic, apply in Object mode. 3). Make sure to use Limit total after transferring weights with Nearest face interpolated; - make sure both the reference and your garment are visible and selectable; - select the reference, shift-select the garment, in weight paint mode click on Transfer weights, set it like in the pic, then choose Clean with All groups and Limit total. 4). Dresses should be vertex painted with 2 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 5). Please always share the blend and the package. I take it you cloned an outfit made of 3 meshgroups and imported your blend there? Never do it for the purpose of transparency. Those meshes are split into meshgroups for a different reason and are tuned differently. If you will put tall boots on the sim, the dress will disappear, and while you can fix this, you can't edit slotraysinteractions (at laest we do not know how ). This is something that can cause extreme distortions that may not appear in your game but will be in others'. Anyway, everything you want to be opaque should be joined into one meshgroup, everything you want to be transparent should be separated into a second meshgroup. Instead of cloning something that comes with two groups, add one yourself as explained here
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darkppins
Member
my blogger https://ddarkpinkrosa0.tumblr.com/
Posts: 13
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Post by darkppins on May 11, 2021 11:35:08 GMT -5
the weight problem of the mesh has been solved now has this other problem
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Post by mauvemorn on May 11, 2021 12:04:32 GMT -5
That was not a weight-related problem but morphs. Again, share the updated files please.
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Post by mauvemorn on May 12, 2021 9:46:48 GMT -5
You re-transferred weights in a way that messed them up. Make sure to choose By Name instead of Active because right now the whole mesh is assigned to the calf bone
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