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Post by novasim on Mar 25, 2017 20:18:21 GMT -5
I made my mesh in MD, put it through Blender and all that stuff, it works good in game but there is a small transparent gap on the waistline when my mesh is paired with some pants. I figured I could move the edges down a bit but it's kind of noticeable in game. I was wondering what was causing this and if there is a more effective way of fixing it? imgur.com/a/YTtKc
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Post by Feyona on Mar 25, 2017 22:42:13 GMT -5
You get this kind of gap when you transfer weights from EA's mesh to yours. I assume you cloned EA's nude top, connected bottom part of it with MD mesh, transferred weights. Right? Blender transfers weights approximately, but you can see flaws only on waist, ankles and neck areas. I suggest cloning ea's nude top, deleting everything except bottom part of the top (the same area that you used in your top) and connecting with your custom mesh in your .blend. EA's item has perfect weights in that problem area where you got a tiny gap.
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Post by novasim on Mar 26, 2017 0:02:41 GMT -5
You get this kind of gap when you transfer weights from EA's mesh to yours. I assume you cloned EA's nude top, connected bottom part of it with MD mesh, transferred weights. Right? Blender transfers weights approximately, but you can see flaws only on weights, ankles and neck. I suggest cloning ea's nude top, deleting everything except bottom part of the top (the same area that you used in your top) and connecting with your custom mesh in your .blend. EA's item has perfect weights in that problem area where you got a tiny gap. I transferred weights from an EA shirt to my mesh and the EA body (because I connected the EA body and mesh together for the uv_0). So should I go into blender, delete the EA nude body top from my mesh, and only transfer weights to my shirt mesh? And then append the nude EA top back onto my mesh? Also, I didn't connect the bottom part of the EA nude top to my mesh. I just opened a nude top in blender, imported my mesh, appended them together for uv_0. I kept them together for weight transfer too. So I transferred the weights of the EA shirt to the EA nude body top.
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Post by Feyona on Mar 26, 2017 0:10:29 GMT -5
You get this kind of gap when you transfer weights from EA's mesh to yours. I assume you cloned EA's nude top, connected bottom part of it with MD mesh, transferred weights. Right? Blender transfers weights approximately, but you can see flaws only on weights, ankles and neck. I suggest cloning ea's nude top, deleting everything except bottom part of the top (the same area that you used in your top) and connecting with your custom mesh in your .blend. EA's item has perfect weights in that problem area where you got a tiny gap. I transferred weights from an EA shirt to my mesh and the EA body (because I connected the EA body and mesh together for the uv_0). So should I go into blender, delete the EA nude body top from my mesh, and only transfer weights to my shirt mesh? And then append the nude EA top back onto my mesh? Yes, you can do this way in future meshes. But now in your case you can append nude EA top to your mesh and skip weight transfer since you already did this step. You don't need to fix entire mesh, just that tiny part on the bottom of the belly. Delete that part from your mesh, append EA's mesh, delete unnecessary parts and connect both meshes.
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Post by novasim on Mar 26, 2017 0:21:34 GMT -5
I transferred weights from an EA shirt to my mesh and the EA body (because I connected the EA body and mesh together for the uv_0). So should I go into blender, delete the EA nude body top from my mesh, and only transfer weights to my shirt mesh? And then append the nude EA top back onto my mesh? Yes, you can do this way in future meshes. But now in your case you can append nude EA top to your mesh and skip weight transfer since you already did this step. You don't need to fix entire mesh, just that tiny part on the bottom of the belly. Delete that part from your mesh, append EA's mesh, delete unnecessary parts and connect both meshes. It's fixed now! Thanks so much for your help. I'll keep this in mind for future meshes.
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