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Post by cinnasims on Mar 11, 2022 4:31:57 GMT -5
Hi! I have already posted about this project I'm working on but I've run into another problem. Basically the thighs cut into the shorts when I make the thighs bigger in CAS. I've tried adjusting weights, uv_1, etc. but can't seem to figure out the problem. Here is a photo of the issue: imgur.com/a/7UWTMP9. Hoping someone can let me know what the issue is. Thank you in advance! BlendPackage
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Post by mauvemorn on Mar 11, 2022 4:57:23 GMT -5
Hi. I won’t be able to check the file anytime soon to give a specific answer, but here are a few things you can check yourself: 1). the whole mesh should be vertex painted with 00ff00. Switch shading to bounding box and sample it on the thighs and on the shorts. If there is a difference in color between the garment and the legs, they will morph differently and clip; 2). Did you transfer uv_1 and weights from something that is different in shape in that area? For example, from chemise instead of the corset lingerie or a swimsuit? 3). Did you transfer weights and uv_1 with Nearest face interpolated? 4). Does your blend have the same number of meshgroups as the original item you cloned? 5). If none of aforementioned is the cause, it may be just a matter of difference in topology. If this is the case, you can try deleting more of thighs (using Knife tool). If even this won’t help, try moving thighs away from the shorts, like, onto themselves
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Post by cinnasims on Mar 11, 2022 6:26:36 GMT -5
1. It looks like they were two different colors, but I fixed that and it didn't change anything. 2. I transferred weights from two things: a tube top from island living and some base game shorts. 3. I did use nearest face interpolated. 4. I'm not entirely familiar with mesh groups, but I did notice that the two references I used had different cut numbers, the top was 0000 while the shorts are 0001. I had previously been using 0000 so I changed it to 0001 and it still did not fix the problem.
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Post by mauvemorn on Mar 11, 2022 6:57:30 GMT -5
4). That’s not how it works. So you clone a lingerie set (with corset), export the blend, it has only one meshgroup. The meshgroup’s cut number is 0000. You assign that cut number to your outfit, import it in the package, and it replaces the original.
If you will clone a swimsuit, chances are it will be made of 3 meshgroups. Each of them will have different cut numbers: 0000, 0001, 0002. If you will assign 0000 to your outfit and import it in the package, it will replace only one meshgroup of the original while the other will stay. If you will change the cut from 0000 to 0001 and re-import it in the package, it will replace the second meshgroup instead of the one you’ve imported before.
Anyway: - paint the whole mesh with 00ff00; - change the cut to 0000, save; - in s4s main menu, choose Create 3D mesh, press CAS. In the search bar type lingerie, choose the corset, clone it. Import your blend file there, check in CAS.
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Post by cinnasims on Mar 11, 2022 16:38:06 GMT -5
Okay so I did all of this and it seems like it didn't make much of a difference, I'm still having the problem :/
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Post by mauvemorn on Mar 12, 2022 16:09:12 GMT -5
Checked the file and yes, the vertex color is the cause of the problem. Make sure you are seeing the updated version of the file or updating the right file. If the issue persists, re-download the blend from the first post and just vertex paint the whole mesh with 00ff00. If it will still not work, share the updated blend file Also, if you will make the thighs very skinny, you will see that there is a vertex that sticks to the other side. You should zoom onto that area, select the vertex that is crossing the blue line, and move it to the left side of the body to where it is in the pic
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Post by cinnasims on Mar 13, 2022 1:45:43 GMT -5
Doesn't seem to be fixed, but maybe I did it wrong? here is the updated blend file
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Post by mauvemorn on Mar 13, 2022 11:20:45 GMT -5
The problem is fixed. Delete all package files of this item that you’ve made, create a new one from a lingerie set, imported the shared blend. If you are using a custom body preset, the problem is with it, not the mesh.
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