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Post by S4Player on Jul 15, 2022 6:12:53 GMT -5
Hi!
So I moved a bracelet/leatherband CC mesh from wrist left to wrist right and even fixed the texture space to the correct right Bracelet texture space. To move the mesh from left to right wrist I used the Mirror X/Global method. I then changed the Vertex Groups to b_R.
Everything looks fine in Blender, but when I import the mesh into Studio, it looks all broken as shown in the picture.
Can someone please tell me what went wrong? - thanks.
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Post by mauvemorn on Jul 15, 2022 8:15:55 GMT -5
Hi. When you mirror something, you need to flip the normals as well. You also need to re-do uv_1, not just weights. The process in the pic below covered a bit different thing but I modified the text for your case - if you mirrored the bracelet in object mode, undo it with Object - Clear - Scale (I think), it should go back to the original; - switch to edit mode(important), in 3d view press A to select everything, Mesh - Mirror - X axis (or something like this); - with everything selected, Mesh - Normals - Flip normals; - (you’ve already done this, but just in case) replace all L with R: b__ L_Hand__ ===> b__ R_Hand__, etc; - select the uv_1 and change the pivot to 2d cursor. Select all uvs with A, UVs - Mirror - X axis; - edit uv_0.
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Post by S4Player on Jul 15, 2022 8:39:58 GMT -5
Thanks dear. There is no uv_1 in this case, just uv_0 like the EA mesh bracelet leather which the original mesh has cloned. But I will check out what you posted here. Thanks for always being so helpful.
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Post by mauvemorn on Jul 15, 2022 8:54:50 GMT -5
There must be uv_1, the arm morphs. You should transfer it yourself from the top - add a new map to the bracelet, name it uv_1; - expand the rig, make « top » selectable (cursor icon); - select the bracelet, add Data transfer modifier, choose « top » as source object, set the rest like in the pic, apply;
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Post by S4Player on Jul 15, 2022 9:12:56 GMT -5
I'm sorry but I am not seeing what you're explaining. Maybe because I'm using a different version of blender (7.6) or because I'm just blind and not an expert lol. I was able to revert the mesh back to the left wrist with what you posted at first, but the rest.... when I go into edit mode, select all A, and then click on Mirror, there is nothing that would actually work to Mirror the mesh back to wrist right. That only works in Object mode with X/Global. So now I'm totally confused.
ETA: ok after looking again closely I think I've managed to add the uv_1 but flipping normals does not work. If I do that, the mesh looks broken the same way as it does in studio, broken.
ETA 2: I think I made it work now. After importing the mesh it looked broken. So I exported the same mesh and now in blender it looked broken as well. I then flipped normals and now it looks right. Probably not the way to do it all, but it worked. If it works in game also, then I'm happy. I have to check now.
ETA 3: Well, I checked in game and the bracelet looks fine but is floating now. :( I don't know what I did wrong and I'm also pretty new in doing this, but wish to learn.
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Post by mauvemorn on Jul 15, 2022 16:31:27 GMT -5
It is best to never transform the mesh in object mode because this data may not be preserved even when applied. you will not see flipped normals in blender if you will mirror the mesh in object mode. You need to either apply the scale or do this step in edit mode. Then the normals will become flipped and you will be able to flip them back correctly. I don’t have access to pc to make more detailed instructions but here is where Mesh menu is, you need to choose Mirror, there will be X axis or something like that. For this to work the whole mesh must be selected with A, fully orange. You should just export the original mesh again and restart following the instructions in the previous post. The mesh might be floating because you misspelled the name of the bone or renamed the wrong one
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Post by S4Player on Jul 16, 2022 3:01:52 GMT -5
Thanks for all your advices and explanations. It's very much appreciated.
I have redone what you've said, and thanks to you, I even succeeded in adding the uv_1 and Everything looks fine, but the bracelet is still floating. It's closer to the wrist now, but still off.
I double checked if I wrote or renamed something wrong as you've said, but everything looks correct. These are the same vertex groups as the EA wristband ymAcc_WristRightLeather_Black has.
ETA: After importing the mesh into another EA bracelet mesh "WristRightFriendship_MultiVarious" which has different bones, it magically works now. First I changed everything to Male only, then imported my old blend, saved and exit, open again, exported LOD to see what the vertex groups look like now, kept the existing ones of the new one and deleted the rest from the old and now it works.
Picture proof:
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