|
Post by bcc5545 on Jul 11, 2021 10:58:58 GMT -5
I am trying to make calf high boots thigh high. I tried editing the mesh to increase vertical destance between existing vertices without adding any vertices or changing he order. I also made sure to link chnages in the mesh with uv. When i import into s4s it looks great. In game, not so much. It clips with the legs so much and doesnt scale properly with sliders. Pls help
|
|
|
Post by mauvemorn on Jul 11, 2021 11:22:58 GMT -5
Hi. Whenever you change the length of anything, you also need to edit the weights and its uv_1 as well.
|
|
|
Post by bcc5545 on Jul 11, 2021 11:27:18 GMT -5
i see thanks for that fast reply. i am really new to this all, would you be able to guide me on how to edit weights? I'm not sure where to start. Please and thanks.
|
|
|
Post by mauvemorn on Jul 11, 2021 11:38:02 GMT -5
- unfold rig, make feet and bottom visible and selectable; - select feet, in 3d view press Shift D, then Esc. Do the same for bottom; - select bottom.001, Shift select feet.001, in 3d view press Ctrl J; - select feet.001, Shift select your boots, switch to weight paint, choose Transfer weights, change the settings like in the pic, then choose Clean with All groups and Limit total; - select your boots, add Data transfer modifier, choose feet.001 as Source object, set the rest like in the pic, apply - delete feet.001
|
|
|
Post by bcc5545 on Jul 11, 2021 11:45:26 GMT -5
thank you, youre the best
|
|
|
Post by bcc5545 on Jul 11, 2021 17:33:23 GMT -5
it worked well and the boots scale properly now and clip less often, how ever they are angled off center for some reason
|
|
|
Post by mauvemorn on Jul 11, 2021 18:21:47 GMT -5
Did you changed source layers to By name instead of active? Share the blend please
|
|
|
Post by bcc5545 on Jul 11, 2021 18:37:17 GMT -5
|
|
|
Post by mauvemorn on Jul 12, 2021 5:55:53 GMT -5
Please enable access
|
|
|
Post by bcc5545 on Jul 12, 2021 10:50:35 GMT -5
My bad, should be good to go now. Thanks for the help
|
|
|
Post by mauvemorn on Jul 12, 2021 11:50:01 GMT -5
Did you changed source layers to By name instead of active? Share the blend please Yes, the whole mesh is affected by only one vertex group. Re-do the weight transfer step while paying close attention to the underlined settings
|
|
|
Post by bcc5545 on Jul 12, 2021 13:04:52 GMT -5
I promise I am following all of the instructions in the weight transfer step, but I am only getting the same result. Is there a certain order I need to click the settings under transfer weights?
|
|
|
Post by mauvemorn on Jul 12, 2021 13:09:39 GMT -5
Did you make the reference visible and selectable(eye and cursor icons)? Did you select the reference first, then shift-selected the boots
|
|
|
Post by bcc5545 on Jul 12, 2021 13:20:16 GMT -5
yes, i made sure. Im noticing some strange things too when I follow your steps: - i have to click geom.006 to see the full mesh of the boots. clicking on just s4s_mesh, the mesh looks like it is missing some vertex connections - when i clicked limit total it says "0 vertex limited" or something like that - when i re-import the edited mesh into s4s, s4s detects 207 more vertices in the mesh - the edited mesh looks perfectly fine in s4s preview, but in game its crooked, like the weight is all on the left calf (which is what the vertex paint looks like before editing)
|
|
|
Post by bcc5545 on Jul 12, 2021 13:29:04 GMT -5
i am using v2.76 btw. however, I edited shape of the mesh using 2.70a (ie. the 856 file was made from blender 2.70a
|
|