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Post by kotii on Apr 24, 2017 15:22:56 GMT -5
kartoffels Okay! So I lowered the polygon count of the dress and subidivded the reference weight mesh increasing polycount. I did the weight transfer again and got this: about to go in game and see if it works at all Also I remembered that inabadromance reminded to me delete the extra materials and leave the diffuser, and that was an issue in a previous mesh as well UPDATE 2/24/2017 4:33PM: Mesh still looks exactly the same in game despite the weight transfer and clean change
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Post by inabadromance on Apr 24, 2017 15:39:51 GMT -5
Can you share your latest .blend version please? This surely has me baffled haha sorry we can't find a definite fix.
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Post by kotii on Apr 24, 2017 15:58:09 GMT -5
Sure this is the most recent .blend file
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Post by kartoffels on Apr 24, 2017 17:15:31 GMT -5
Okay, so I am looking more at your mesh, and it is not render cylindrical. So in Sims, you can see all shapes rendered by cylinder parts. Which shows lighting like this. However yours is not. Lighting I think the vertex weights when assigned are trying to align to the same grid pattern, but there is no match. Ergo, the weights aren't wrong but the shape of mesh is wrong for the way weights are handled in Sims. The sliders when applied in CAS are going in the cylindrical shape but your dress doesn't follow that resulting in the cylindrical deformation. I do not think there is a quick way to reassign your vertices to appear cylindrical, so I would recreate the object using a maxis base or using a cylinder, then scale it to size you want, sbudivide several times, then shrinkwrapping it to a swimsuit while preserving z axis. Do subdivide before finalizing shrinkwrap. You can see using this method I can render quickly a skirt which matches assignment. I used 10 vertices and subdivide while looking at the shrinkwrap in edit mode to determine amount of deformation. I ended up subdividing twice. I recommend doing this in parts, and then snapping the pieces together. Edit: I forgot to mention make sure cylinder is at x:0, y:0 perfectly, to match the mesh the best.
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Post by kotii on Apr 24, 2017 19:14:14 GMT -5
kartoffels So there is no way at all to preserve the original mesh because the idea of it was supposed to be tight fitting but I'm honestly not sure what to do now. I created it in MD5, I assumed it would be fine. In that skirt above, was that created on your own or it was from the dress? I am not 100% familiar with blender when it comes to creating meshes inside it.
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Post by Feyona on Apr 24, 2017 19:38:58 GMT -5
kotii , MD meshes are made to be rendered in 3d scenes in 3D programs, but they are not intended to be used in the game. People use MD only because it takes minutes to whip up a mesh comparing if you'd had to create it from scratch in 3d program (hours and hours of work), but people don't realize that the main job still has to be done in Blender (weight and uv_1 assignement), and it may take more than 10 attempts. Personally when I was fixing MD mesh, I ended up with over 20 blend files and hours of work. Many game objects are built as high poly meshes in zbrush, and then retopologized in 3ds max, blender or other program. Check this post by SLYD to see what retopologizing means. Many cc makers don't do this, but most of the time you can see flaws in the game when sim moves. Also it depends on the item you transfer weight from, and .package that you cloned. I see rig's legs in the file, so I assume that you used nude top as a base file? If you make a dress, you should clone the dress, not nude top.
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Post by kotii on Apr 24, 2017 20:35:26 GMT -5
kotii , MD meshes are made to be rendered in 3d scenes in 3D programs, but they are not intended to be used in the game. People use MD only because it takes minutes to whip up a mesh comparing if you'd had to create it from scratch in 3d program (hours and hours of work), but people don't realize that the main job still has to be done in Blender (weight and uv_1 assignement), and it may take more than 10 attempts. Personally when I was fixing MD mesh, I ended up with over 20 blend files and hours of work. Many game objects are built as high poly meshes in zbrush, and then retopologized in 3ds max, blender or other program. Check this post by SLYD to see what retopologizing means. Many cc makers don't do this, but most of the time you can see flaws in the game when sim moves. Also it depends on the item you transfer weight from, and .package that you cloned. I see rig's legs in the file, so I assume that you used nude top as a base file? If you make a dress, you should clone the dress, not nude top. I'm very aware that it takes more than meets the eye to get a mesh functioning in game. I followed elivah's tutorial with importing a nude top and a nude bottom together. I used a dress mesh to clone before and it worked fine, but I saw Eliavah do this technique and I guess it didn't turn out the same? Not sure what went wrong there. Concerning the post above by karto explaining the cylinder, I have a few questions that I'm just not 100% sure about and if anyone could give information, I'd appreciate it. 1. Am I scrapping my original mesh and re-creating it? 2. What can I do to prevent this from happening again, (my previous mesh didn't have this problem but was made in MD5, which is hella confusing lol)
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Post by kartoffels on Apr 24, 2017 21:03:01 GMT -5
Wow, Feyona , that is a really neat tool. I didn't know you could use quads to realign a mesh like that! -- kotii , here is a simple guide that goes over basic skin tight design. www.aversionofreality.com/blog/2014/1/30/project-maiko-creating-the-base-bodysuitBe warned the mesh is very high poly so the woman looks very... real... It is very possible to create advanced meshes from just the standard box, (I personally prefer using cylinders, old habit now, but for practice shrink mapping) I recommend trying to make skin tight shirt or leggings as practice. This skill is very important to create independent high detail meshes which work in conjunction with another mesh. Also I would watch a video on: SNAPPING TOOL SHRINK WRAPPING -- TBH the simplest way to do this is to modify from one of the nearly skin tight dresses already in the game. One of the fish tail ones with the bottom part shrinkwrapped would probably work well.
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Post by kotii on Apr 24, 2017 22:13:56 GMT -5
kartoffels Oh boy. Okay thanks so much, this is a lot of new information and I'm afraid to mess up badly XD So just to clarify, I modify the fish tail dress to make as the one i created in MD5 but kind of shape it in blender instead? and the bottom frill should be shrink wrapped (Not sure what this means but i will after i watch every video online about it lol)
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Post by Feyona on Apr 24, 2017 23:03:49 GMT -5
I'm very aware that it takes more than meets the eye to get a mesh functioning in game. I followed elivah's tutorial with importing a nude top and a nude bottom together. I used a dress mesh to clone before and it worked fine, but I saw Eliavah do this technique and I guess it didn't turn out the same? Not sure what went wrong there. Concerning the post above by karto explaining the cylinder, I have a few questions that I'm just not 100% sure about and if anyone could give information, I'd appreciate it. 1. Am I scrapping my original mesh and re-creating it? 2. What can I do to prevent this from happening again, (my previous mesh didn't have this problem but was made in MD5, which is hella confusing lol) First of all, what tutorial are you referring to? There is no ideal item to transfer weights and uv_1 from to every single custom item that you create.
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Post by kartoffels on Apr 24, 2017 23:29:05 GMT -5
Yes, So first you must have Sims 4 female default nude bottom and Append the model into the fishtail. This way it will have something to cling to. Here is an album I made to help you out. imgur.com/a/oTMLS
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Post by kotii on Apr 25, 2017 13:44:02 GMT -5
Okay so I'm not even sure what I did. But here are the steps I took 1. Imported the nude leg object 2. Appended the fish tail Dress 3. Deleted the bottom 3 parts 4. Imported my original dress mesh for the straps, deleted the bottom part of my original dress. 3. Fix the fish tail dress using proportional editing and making it more like my original dress. 6. Went to the strap mesh, changed the UVMap to uv_0 7. Joined the modified ea dress and the straps together Please tell me if I did something wrong and if I should bring back the 3 fish tail parts of the dress and shrink map it?
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Post by inabadromance on Apr 25, 2017 14:16:30 GMT -5
Is this an outfit or a top? Why do you only have 2 groups on your blend. .. You should have 3. Please clone a basic short dress and check how the mesh and groups are composed.
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Post by kotii on Apr 25, 2017 14:40:11 GMT -5
This is a dress. I'm following karto's tutorial thing in IMGUR that's all. Please have a look, unless I missed something, she opened a nude leg file and appended the dress. The dress had 4 separate parts, 1st - the top-knee big dress, 2nd - calves part of dress, 3rd- ankles part of dress, 4th - the frill. She said to modify this EA mesh to my original, I deleted the 2nd, 3rd, 4th meshes because I didn't need it in order to make the dress similar to the one I made and then proceeded to modify it with proportional editing.
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Post by inabadromance on Apr 25, 2017 15:18:03 GMT -5
You can't delete groups as you please to fit to your item. If the original package has 4 groups, then you should have also 4 groups. Using the mermaid dress as a base for your dress then isn't the best. Try cloning a short dress instead and follow how the groups are composed.
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