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Post by offtop1a on Oct 18, 2021 16:08:56 GMT -5
The mesh seems to have everything done properly, but in game the wristbands seem to float at the same angle as in studio and blender. The weights were transferred directly from the base top so they should match.
File: workupload.com/file/DAyAwPBzUUX
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Post by Fwecka (Lolabellesims) on Oct 19, 2021 4:31:50 GMT -5
I didn't have that issue. I don't know what you cloned for your final package so I cloned a base-game bracelet on the assumption that you did the same, put the mesh in-game, no floating. (Note that I had to give the mesh a cut number of GEOM 0000 in order to import the mesh). There is clipping with the round part on top of the hand. I think editing the weight paint would be needed to fix that, but I don't know exactly what to do about it, however. Hopefully, Mauvemorn will help out with this as it's information I'd like, as well.
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Post by mauvemorn on Oct 19, 2021 6:23:23 GMT -5
Hi. If you were to select any vertex, in the panel to the left you'd see what vertex groups affect it. You'd see that, first, there are many of them, way more than a vertex is allowed to have in ts4, second, most of them have 0 values. When you import a mesh like this in s4s, it removes them in the random order. In your case, an important group must have been removed, in Fwecka's case, less important
Need to remove those vertex groups with 0 values and limit the number of them to 4 per vertex like this. Also, a good practice is to always remove unused vertex groups from the list with this addon ( enter 0 and click on purchase, in Blender go to File - user preference, switch to addons, choose install from file, choose this file )
Edit: also, the bracelet does not have a proper uv_1, it will not morph as intended. It is also vertex painted with the color meant for skirts, the one for accessories is 007f00.
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Post by offtop1a on Oct 19, 2021 16:04:02 GMT -5
I fixed the issue by separating the bands into a left and right wrist acc bc it did not seem to work otherwise, thank you.
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