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Post by legoqueen on Dec 12, 2021 0:38:18 GMT -5
Hello, I followed Seb's Tutorial from here. I followed all the steps except for where I have been pointed differently here already (opening the model before the .obj, and weighting in Blender 2.79) The top morphs as it's supposed to and all that but the belly of the sim sometimes disappears. What am I doing to cause this? The reference for this one is a top that looks almost the same. Blender filePackage FileJust a note, I know that this top is very high poly for a vest. I am learning retopology and optimizing the polys on another dress, I just wanted to get through all the steps just once and have something that works.
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Post by Fwecka (Lolabellesims) on Dec 12, 2021 1:19:35 GMT -5
Well, your rig doesn't have any body parts in it. If you unfold it in the outliner you'll see what I mean. You can fix this two ways: you can either delete the rig and all of its contents then append the rig from your reference mesh; be sure to select all of the body parts listed, as well. Or, delete the rig and all of its contents, save your file and close Blender then open your reference mesh, delete the reference mesh so that only the rig is left, then append your mesh. Either way, you'll end up with a bone_bone_shape and possibly another rig - actually, you have a bone_bone_shape in your scene right now so you'll end up with two.. Just delete them.Hopefully, this will fix the problem. I didn't see any problems with anything else other than the polycount and some topology issues around the neck and the side seams. Edit: Nope. Sorry. Found some weirdness in the armpits. In the UV editor, enable keep UV and edit mode mesh selection in sync. Enter face select; it will automatically switch to face select in the 3D window. In the UV editor, hold shift and hover your mouse over the arm, press L. Still holding shift, use L to select the other arm and the neck - front and back. Press X and delete them. Use L to select the faces in the armpits that belong to the nude top and delete them. Select and delete the waist portion of the nude top. Delete the rig and all of its contents. You should have just your top in your scene and nothing else. At this point, you may want to clean up the topology around the neck and the side seams. You can merge vertices or dissolve some of them. To merge, shift-select whatever vertices you want merged and press Alt + M. To dissolve, select a vertex, press X > dissolve vertices. If you want to lower the polycount while preserving the topology, dissolve edges. Alt + shift-select edge loops, press X > dissolve edges. Save your file. Open the nude top and append your mesh. Delete the bone_bone_shape and the extra rig (if one gets imported). Select the nude top and delete the parts covered by your mesh then join it with your mesh. Double-check the cut number to be sure its there. If using a proper rig doesn't fix the problem, and if you're only seeing the problem when using the sliders, it's because of the uv_1. You may need to retransfer it. Use these settings:
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Post by legoqueen on Dec 12, 2021 2:22:59 GMT -5
I think I managed what you suggested. I opened my file, downloaded a new mesh of the same reference as I used before (because I can't remember if I changed anything in the one I downloaded for the tutorial), appended it and removed the duplicates. I also tested that when I move the rig, the sim moves as well. I created a fresh package file with that reference and imported the mesh which looks fine in S4S, but when I load into the game, the gap is still there as the screenshot above.
Updated Blender File
Updated Package File
Okay, so I followed your instructions in this order: - I opened the file I was currently working with and deleted everything except my mesh. I saved, opened the nude folder and appended my mesh, did the deleting, but I realized I lost all the weight and vertex data at some point? I tried reimporting it but my mesh stayed just black and I remember reading that vertex #000000 will just not be registered by the sliders? Also the vertex green just refused to color the mesh. so - I went back to a previous version of my mesh, checked the weighting and vertices were still there, and then repeated the steps above and it worked! Thank you so much! My only question is can you explain to me what I likely did or did I just mess up a step somewhere and have to keep an eye out to not do it again? I'm making notes as I go with all the little pieces to remember. package fileblender file
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Post by Fwecka (Lolabellesims) on Dec 12, 2021 7:35:53 GMT -5
That seems really weird that you lost your weight and vertex paint. If you saved your top as a .blend file it should have preserved all that. If you exported it as an .obj then you'd lose your weight and vertex paint. Is that what you did?
And yes, black vertex paint means your mesh won't work with the CAS sliders. The uv_1 is for the sliders and vertex paint is a way to sort of refine how the uv_1 works, if that makes sense. They work hand-in-hand together.
I didn't see any problems with your mesh other than the vertices along the neckline. The neckline needs to be cleaned up. One important step is to put your mesh in object mode and solid shading and pan the camera around. Look for odd spots, places with weird shading. You've got a couple on the neckline. You just need to merge some vertices and perhaps dissolve some. Look for areas with faces squashed between other faces. That can cause ugly shading that will show up in-game, as well.
If it helps, I have a tutorial in my signature. It's mostly a to-do list but it's complete.
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Post by mauvemorn on Dec 12, 2021 8:24:44 GMT -5
Hi. The issue was most likely caused by the missing body parts under the rig. The game does not like that. However, you needed to restart the package after fixing it. There are a few issues with your first files that i should point out: 1). Most nude body parts come with the buff that makes sims embarrassed when other see them wearing this item. You should either choose something else or remove the buff; 2). Do not join the body with the garment until the latter is rigged, has uv_1 and vertex paint. 3). Do not use MD automatic retopology tool, it only makes it worse. If you have MD11, check out their new retopology tool; 4). You need to use the clean tool after transferring the weights 5). It is always a good practice to put the front and the back uv islands in the place designated to them. In your case, they can even be bigger there then between the arms As for you loosing the weights and uvs. When you append the mesh, everything is preserved. Most likely you had the wrong mesh selected/ sync disabled.
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Post by fallingsim on Dec 12, 2021 10:56:49 GMT -5
Due to gender flexibility many CAS clothing items are made and classified for one gender but appear for both if the fashion choice includes both, with the game automatically morphing the mesh to the opposite gender shape when necessary. The female waist is higher than the male waist, and normally when pairing a made-for-female top with a made-for-male bottom the game also automatically fills in the gap.
In your original package the top was classified as both male and female in the age and gender flags. In this case, with the top classified as male as well as female, it didn't detect the conflict and you got a gap when paired with a made-for-male bottom but no gap when paired with a female bottom. All you needed to fix the gap issue was to classify it as only female.
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Post by motarhama22 on Dec 17, 2021 2:57:59 GMT -5
Due to gender flexibility many CAS clothing items are mad appvalley.onl/e and classified for one gender but appear for both if the fashion choice includes both, with the game automatically morphing the mesh to the opposite gender shape when necessary. The female waist is higher than the male waist, and normally when pairing a made-for-female top with a made-for-male bottom the game also automatically fills in the gap. In your original package the top was classified as both male and female in the age and gender flags. In this case, with the top classified as male as well as female, it didn't detect the conflict and you got a gap when paired with a made-for-male bottom but no gap when paired with a female bottom. All you needed to fix the gap issue was to classify it as only female. issue got solved!
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