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Post by alerii on Feb 5, 2022 11:58:33 GMT -5
Hello!! I've been practicing making cc clothes again and I was wondering if there was a way to add accessories to a clothing mesh. I created this mesh in MD5 and I wanted to add a ribbon to the middle. I am using casteru's Ribbon Sweater Dress to extract the ribbon and append it to my mesh as they allow people to use their meshes as long as credit is given. The ribbon looks okay in blender( file link) and S4S( file link) but in game, when I make the sim fatter, the ribbon doesn't get bigger with the sim. I thought that this could be a vertex paint issue so I tried so many different colours using voidfeathersims' tutorial to no avail. Then I thought that it could be a weight issue so I transferred weights again, set source layer to 'by name', destination layer 'all layers', cleaned it, then set subset to all groups (didn't work). Lastly I tried redoing the UV_1 transfer and subdivided the mesh, set uv island handling to 0.1 and it didn't work. I tried moving it forward and back and still didn't work. If I really can't get it to work, I think I'll just leave the ribbon out but I ideally want it! Some other issues: small clipping at the bottom of last ruffle, bake coming out weird as seen from s4s link ( example)
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Post by mauvemorn on Feb 5, 2022 14:14:28 GMT -5
Hi. On the original item the ribbon was in the neck area. It was rigged to move with the neck and unwrapped to morph with the neck. When you change the placement of the ribbon, you must re-do this information as well, otherwise it will still morph and move as the neck but in the wrong place. The weights are redone but uv_1 isnt.
The dress is pretty high poly so you should transfer weights with nearest face interpolated Also, its best to paint the bottom of the dress with 3fff00 Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors
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Post by alerii on Feb 5, 2022 17:21:47 GMT -5
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Post by mauvemorn on Feb 5, 2022 18:23:19 GMT -5
I can’t check the files right now but you need to re-do the uv_1, not weights, to fix the clipping. Weights are right, just not transferred with the best settings. Re-doing weights (on the whole garment, not only the ribbon) will just make the mesh move smoother. The clipping happens because of uv_1. The ribbon’s uvs are in the neck area, it is being affected by neck morphs instead of the waist ones.
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Post by alerii on Feb 6, 2022 11:03:21 GMT -5
I re-did the uv_1 and still got the same result. However, ribbon looks alright on skinner bodies but again, doesn't morph with fatter bodies. I even tried adding the ribbon to the reference mesh and subdividing then transferring the UVs but that made the ribbon go weird. I'll keep trying again
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Post by mauvemorn on Feb 6, 2022 11:46:42 GMT -5
You must have not done things right, please always share the updated file. And adding the ribbon to the reference is not how it should be done at all. If the author of the tutorial you watched explained nothing about these things, you should watch another one because it is fundamental to understand how this is meant to work, otherwise you will keep running into these issues. - open the version of the blend file before you tried re-doing the uvs; - select uv_0, in uv editor enable sync. Holding Ctrl, select the uvs of the ribbon. In 3d view press P, choose Separate; - your dress already has proper uv_1, it can serve as a reference for uv_1 transfer to the ribbon. However, in the future, you should finish modelling everything first before adapting it; - select the separated ribbon, add Data transfer modifier. Choose the dress as source object, set the rest like in the pic making sure to enable UVs button, without it the uvs will not transfer at all. Apply the modifier; - join the ribbon back with the dress. Also, see this? its because the mesh is still not vertex painted the right way
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Post by alerii on Feb 6, 2022 13:05:08 GMT -5
Thank you so much!! My mesh is looking really nice in game and morphs well :D I realised that before, in the UV_1, the ribbon was still in the neck area but I didn't understand at the time. Now that I look at it, it makes more sense why it didn't work properly. One final thing before I mark the thread as solved, when I try to bake the texture, some of it disappears as I'm baking it. Here's an example (https://imgur.com/a/d4xc00k) I know that you can't bake textures that have their normals flipped so I used an earlier version of the dress that doesn't have the normals flipped but still has the ribbon on it. Here is a link to the render blend: drive.google.com/file/d/14-PflxV34kohSAZkfkmZCH-G6ArZpSzd/view?usp=sharing(Also just saw the vertex paint comment so I'm going to fix that aswell)
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Post by mauvemorn on Feb 6, 2022 13:18:01 GMT -5
The texture is probably not set to all uv islands. make sure to select all uvs of the garment, then set your new texture as the background. If it appears as if it is set, set another one, then the right one again. With everything still selected, bake
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Post by alerii on Feb 6, 2022 13:39:17 GMT -5
ahhh thank you so much! It worked! I'll set the thread to solved Also, the vertex paint works now so thank you very much again.edit: im so sorry to open up the thread again but I imported the texture into s4s and am getting this issue: imgur.com/a/rUanD71the baked texture looks good in blender and in the thumbnail in s4s but it shows up like this?
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Post by mauvemorn on Feb 6, 2022 13:52:54 GMT -5
Did you move uvs after baking the texture? share the blend please
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Post by alerii on Feb 6, 2022 14:12:12 GMT -5
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Post by alerii on Feb 6, 2022 15:09:17 GMT -5
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