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Post by sirthopas on Sept 21, 2021 21:55:38 GMT -5
So, this has probably been asked before but I couldn't find when I searched, but I'm in the middle of trying to do a conversion and there appears to be some vertices that are not weighted properly. Unfortunately, I cannot find which vertices it is in blender and data transfer doesn't translate well onto the conversion. Is there any tool or something in blender that will highlight any vertices that are unweighted or something like that to make them easier to find? Here is a picture and the mesh if needed. It is on both cuffs, though the one on the left is worse. Mesh is here
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Post by Fwecka (Lolabellesims) on Sept 21, 2021 22:54:08 GMT -5
Whenever you see the mesh shooting off like that its always, always the weights. Always. Take a look at this thread. I messed up, however, and linked to an addon that removes unnecessary weights instead of removing all the weights so ignore that part. You need to remove the weights currently assigned to your mesh and re-transfer them. Do not use Blender 2.7. Use a higher version. It includes an extra step of cleaning the mesh of unnecessary weights which is important. There are instructions in the link above. Edit: I didn't look at your blend before I posted. I looked at it just now. This is a conversion, right? The feet of your model need to be moved to match the feet of the rig's body parts. In other words, you need to reposition the feet so they are in the same place the sim's feet are. You also need to clone something that includes shoes to transfer weights from. Your mesh--because it includes shoes--needs to include foot bones (foot weights) and it doesn't currently. Clone the Noctis outfit. It has one mesh group and includes foot bones. Transfer your weights from that. Use the Noctis outfit for your final package too. If your final package is a clone of a mesh that does not include shoes (like the swimsuit you're using) and you try to import a mesh that includes foot bones...well, I'm not sure what Studio will do but I think it will throw an error.
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Post by sirthopas on Sept 21, 2021 23:20:49 GMT -5
Yes, I know it is a weight problem. I do not need to remove all weights or transfer weights. I have done that and then have gone in manually to correct the weights on my conversion because the cuffs on the mesh were throwing off the data transfer. It's just these few particular vertices that I cannot locate on the mesh that is causing me problems. Would removing unused vertices fix the problem?
As for the feet, what I do is just go into warehouse and remove the default feet. It doesn't cause me any problems in the game and looks normal even without the foot bones (the only thing I've noticed is that the feet might look a tiny bit stiffer, but that doesn't bother me at all).
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Post by Fwecka (Lolabellesims) on Sept 22, 2021 1:04:01 GMT -5
Deleting vertices won't help. This is 100% a weights issue.
You still have body parts inside the mesh. It could be that that's the problem. Possibly Studio is getting competing weights information from that part of the mesh. Anything covered by the mesh should be deleted anyway since it won't be seen and all it does is add to the polycount.
If I were you I would delete all body parts inside your mesh. Separate the body parts that are seen from your mesh since the body parts are already weighted correctly. Clone the Noctis outfit, export it's LOD 0. Remove all of the weights that are currently on your mesh. Append the Noctis LOD 0 and transfer the weights from it to your mesh. Follow the instruction in the link. You need to clean the mesh of all unused weights after transferring the weights. If there are too many weights assigned to a vertex Studio will randomly delete weights. After transferring weights delete the Noctis mesh and join the body to your mesh again.
Why delete the feet when transferring foot bones takes like 3 seconds?
Don't use a swimsuit to transfer weights from. Don't use a swimsuit for your final package. Use the Noctis outfit.
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Post by mauvemorn on Sept 22, 2021 6:19:26 GMT -5
Hi. To replicate the issue inside of blender, you need to do the following: - select your garment, add the armature modifier if it is not already added, choose the rig in the drop-down menu, enable all circled buttons; - make the rig visible and selectable, RMB-click and select the right shoulder bone, press R and rotate it; - select the garment, switch to edit mode, select any vertex on the protruding area. You'll see that it is affected by b__L_Mid0__, which is a vertex group from the other side of the body.
- undo the change to the rig, it should go to its original pose; - select the garment, delete all vertex groups; - delete all body parts from the mesh, never transfer data to the body; - select everything with A, remove doubles - clone a swimsuit again, export the blend,append in the scene. Unfold the rig, make feet visible and selectable, select the feet, in 3d view press Shift D, then Esc. Select feet.001 and the swimsuit, join them with Ctrl J . This will be your reference; - select the joined reference, Shift-select the garment, transfer weights with these settings, use Clean tool with All groups, then Limit total
- transfer uv_1 with these settings - vertex paint; - remove all parts of the reference that are covered by clothing (you should delete all parts of the body covered by clothing but do not move the body's uvs!!!! They must stay where they were otherwise thy will not project the skin texture right), join with the garment
- also, you should move the legs, they are wider than intended. Move the rig as explained above, the apply the armature modifier. Then reset the rig as explained here in step 22-26- clone the outfit that is called noctis, import your blend there
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