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Post by df76 on Oct 17, 2021 17:11:35 GMT -5
Hi,
I would need your help on the mesh problem with the images link. My door works, but I don't understand the deformation of the mesh
Thank for you heelp!
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Post by Fwecka (Lolabellesims) on Oct 18, 2021 5:43:32 GMT -5
Hi,
I would need your help on the mesh problem with the images link. My door works, but I don't understand the deformation of the mesh
Thank for you heelp!
I could not download your package from that site. Try Mediafire or Google Drive. If you use Google Drive you have to give permission for anyone to download anything.
Judging by your screenshot, however, it looks to me like the flat plane you're using for the glass in your mesh is clipping through the door. You just need to move that part of the mesh so it's no longer clipping.
Never mind. I'm an idiot. I got it downloaded. Yeah, try moving that mesh group a little away from the door and see if that helps. Select s4studio_mesh_5.001, press G, then Y to constrain to the Y-axis and move the mesh group inwards a little. Then save and check it in the game.
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Post by df76 on Oct 18, 2021 6:27:37 GMT -5
Thank you for your answer ! no problem for the download!
I tried your solution, but the problem is here again ...: /
I thought it came from the deletion of duplicates or decimate... But it's no logical
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Post by Fwecka (Lolabellesims) on Oct 18, 2021 7:27:32 GMT -5
I haven't tested this so I can't tell you if it'll fix the clipping or not but your weights are wrong. The inside of the door and the outside stationary parts--the parts that do not swing or move--should be assigned to transformBone, while the parts that move need to be assigned to _bind_doorSwing_E_. Look at the image for comparison. The red color means that part of the mesh has been 100% assigned to a weight. In the image, you can see that the stationary parts of the EA door have been assigned 100% to transformBone. Your weights aren't like that. You've got parts of the door that are not supposed to move assigned to a weight that's meant to be animated. Basically, your weights are opposite of what they should be. You'll need to do this one mesh group at a time but do not do s4studio_mesh_3 and s4studio_mesh_4. Those mesh groups don't need weights. Go into solid viewport shading, select a mesh group, edit mode, press N to open the side panel, under mesh display put a checkmark next to show weights. Now you can see what parts of the mesh have been assigned to a particular weight. Press N to close the panel if you want to. Press A to select everything, then select each weight and click remove. Then, while still in edit mode, select anything that is supposed to be stationary, click transformBone, click apply. Click H to hide your selection. Press A to select all of what's left--make sure you've only selected parts of the mesh that are meant to move--and click _bind_doorSwing_E_, then click apply. You can click Alt + H to unhide. Once you're done editing a mesh group you can hide it by clicking the little eye icon in the outliner and unhide the next group you want to edit. This way, you won't have a bunch of stuff in the way. Do what I wrote above with every mesh group except s4studio_mesh_3 and s4studio_mesh_4. They don't need weights as I've already stated. If you're confused, open the EA door mesh in Blender and take a look at how the weights have been assigned. You need to match what EA has done.
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Post by df76 on Oct 18, 2021 11:18:31 GMT -5
Hi!
I realized this when I test it in the game and see the wrong part rotate! (I always test in the game first to see if the object works: diffuse, mesh, etc ...) It was funny at first! :D
You just said a word that gives me: "clipping"! I'll go check it out!
I'll keep you posted! thank you so much!
If you have other ideas I am interested!
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Post by df76 on Oct 18, 2021 17:41:34 GMT -5
Well ... I re-saved, remade my meshes... I thought it was my file that was infected, but no. It's ok
I have less holes but the distortion is so important.
I really don't know where it came from.
I even made "simplify" with a subdivision of 2, nothing!
And now, I have vertices that appear in the game and not in blender ...
This is my only problem, everything else works :(
Someone to refer me?
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Post by Fwecka (Lolabellesims) on Oct 18, 2021 20:05:57 GMT -5
I'm not sure about the glass clipping through the top, but your second screenshot, the doorknob stretching. That's weights. Please share your most recent blend file. I'd like to look at your weight assignments.
Oh, and I was so tired when I last posted that I wasn't thinking things through. You don't have to put a checkmark next to show weights to see the weights. Just select your mesh and enter weight paint mode. Sorry for any confusion.
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Post by df76 on Oct 20, 2021 6:23:55 GMT -5
No problem, don't worry, it was clear! I give a new wetransfer with the weights. I retested my door and found that part of it had not been taken in! So it's resolved on this side, but it's the clipping that's always bad ... Blender door
Thanks again for your help!
And I think it comes from the "door" object.
I tried to transfer it to another object and the clipping goes away
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Post by df76 on Oct 22, 2021 0:19:48 GMT -5
I was tested with an other door model, but the problem is the same... and isn't a vertice problem...
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