|
Post by pinky6 on Feb 21, 2017 8:15:03 GMT -5
I wanted to know if vertex paint what is and if you need also to change the mesh as you use? thank you!
|
|
|
Post by inabadromance on Feb 21, 2017 9:23:25 GMT -5
hi! Vertex paint enables and tells the game how it should read morphs (uv_1) and sliders. Here's a tutorial about it. I don't understand the "change the mesh as you use" part of the question.
|
|
|
Post by pinky6 on Feb 21, 2017 16:38:47 GMT -5
Hi!if it is also used for dresses
|
|
|
Post by Feyona on Feb 21, 2017 18:54:13 GMT -5
Hi pinky6 , it used for all CAS objects and even for some game objects like bulbs in the lamps, to explain the game what part of the lamp mesh should light. Every cas item has different color for vertex paint. Accessories like earrings, necklaces, teeth, bracelets and rings are dull green color (hex 007F00), vertex paint for clothes is bright green (hex 00FF00) and clothes can have a combination of bright green and yellow on hips, waist. Glasses can have different colors of vertex paint on one mesh.
|
|
|
Post by pinky6 on Feb 21, 2017 19:08:35 GMT -5
Hello! ^^ And how to use it for clothes? there is a specific number as for objects?
|
|
|
Post by inabadromance on Feb 21, 2017 19:53:27 GMT -5
I've linked a tutorial on my first post about cas items already. For objects (only lamps/fireplaces), follow this tutorial.
|
|
|
Post by orangemittens on Feb 22, 2017 9:41:21 GMT -5
For CAS items, vertex paint indicates skin tight from not skin tight items (yellow vs. green) and attached to a Sim vs. not attached to a Sim (bluish and green). So, for example a dress with a tight waist and puffy skirt will have different colors for the waist vs. the skirt, and hair will have different colors for the parts that touch the Sim's skin vs. the parts that do not. As inabadromance said, the game uses these colors to determine what part of the mesh should move as the sliders move. If you make a Sim larger, the yellow parts of the mesh will grow in size (stretch to cover more area). The green parts of the mesh will move outward to maintain the correct distance from the yellow parts but they will not stretch as the yellow parts do.
|
|
|
Post by pinky6 on Feb 22, 2017 10:12:22 GMT -5
Hello!!! thank you answer me just you! ^^ to run well the clothes I should use?
|
|
|
Post by inabadromance on Feb 22, 2017 15:26:31 GMT -5
If you're making something from scratch, it is mandatory. You clothes will not mold to the body and will remain static no matter the size of the sim.
If you're editing EA's content, then that will already have vertex paint done. There's exceptions, depending on the case.
|
|
|
Post by pinky6 on Feb 23, 2017 3:57:09 GMT -5
ah ok! thank you inabadromance!^^
|
|
|
Post by pandamontok on Jan 25, 2021 16:49:26 GMT -5
For CAS items, vertex paint indicates skin tight from not skin tight items (yellow vs. green) and attached to a Sim vs. not attached to a Sim (bluish and green). So, for example a dress with a tight waist and puffy skirt will have different colors for the waist vs. the skirt, and hair will have different colors for the parts that touch the Sim's skin vs. the parts that do not. As inabadromance said, the game uses these colors to determine what part of the mesh should move as the sliders move. If you make a Sim larger, the yellow parts of the mesh will grow in size (stretch to cover more area). The green parts of the mesh will move outward to maintain the correct distance from the yellow parts but they will not stretch as the yellow parts do. So what's the different between weight paint and vertex paint? Isn't both also to determine how slider interact witch cloth, hair?
|
|
|
Post by mauvemorn on Jan 25, 2021 18:19:32 GMT -5
So what's the different between weight paint and vertex paint? Isn't both also to determine how slider interact witch cloth, hair? Hi. Weight painting is related to rigging (beside breast bones, they are also used for morphing) Rigging is a process of creating a bone structure of a 3d model so that it can move. In the scene we have a rig ( skeleton) made of bones ( b__R_Skirt__, b__R_Foot__, etc ) that was created and animated by TS4 developers. Our job is to ensure the outfit we create is affected by them the right way ( thigh area of pants is affected by bones for thighs and so on) so that it can animate properly in-game. Since we already have rigged items in the game, we can simply transfer this data from them to our items. Vertex paint, as explained above, is related to morphing. It dictates how the mesh will morph. For example, a puffy skirt that covers legs should not be affected by sliders that adjust thickness of calves, right? If you will vertex paint the skirt with a color that activates robe morph, it will not be affected by these sliders. It will also move in a more appropriate for a skirt manner.
|
|
|
Post by pandamontok on Jan 26, 2021 16:35:02 GMT -5
So what's the different between weight paint and vertex paint? Isn't both also to determine how slider interact witch cloth, hair? Hi. Weight painting is related to rigging (beside breast bones, they are also used for morphing) Rigging is a process of creating a bone structure of a 3d model so that it can move. In the scene we have a rig ( skeleton) made of bones ( b__R_Skirt__, b__R_Foot__, etc ) that was created and animated by TS4 developers. Our job is to ensure the outfit we create is affected by them the right way ( thigh area of pants is affected by bones for thighs and so on) so that it can animate properly in-game. Since we already have rigged items in the game, we can simply transfer this data from them to our items. Vertex paint, as explained above, is related to morphing. It dictates how the mesh will morph. For example, a puffy skirt that covers legs should not be affected by sliders that adjust thickness of calves, right? If you will vertex paint the skirt with a color that activates robe morph, it will not be affected by these sliders. It will also move in a more appropriate for a skirt manner. Ahhh..... now I get it.
|
|