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Post by indiaskapie on May 21, 2017 15:40:03 GMT -5
Has anybody come across the issue of a Sim's arm crossing when creating a full body mesh? I'm thinking it has something to do with vertice groups, but I can't find the problem! Currently, it looks like this in the game: Everything scales great, and the animations work when selecting traits, so I'm a little stuck here. Here's my package file: drive.google.com/open?id=0B2KCHDxVH8R2dWpKakVtXzFDTEUAny help would be appreciated! I know the texture is not great yet, just trying to fix the mesh at the moment. THANKS!
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Post by inabadromance on May 21, 2017 16:11:43 GMT -5
hi! I've come across this a handful of times! it's so odd and random haha. Try re doing the package again, that fixed it for me.
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Post by orangemittens on May 21, 2017 19:24:52 GMT -5
I think this is a slot ray issue. Please see my post HERE for a bit of information on how to approach the problem.
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Post by inabadromance on May 21, 2017 19:35:07 GMT -5
I'm not sure!. I had this happening to my easter bunny ears and some bicycle elbow/knee pads. I re did the packages doing the same exact steps and the issue wasn't there. And those two were plain accessories :P
I know this comment is pretty useless, since i deleted all those files that failed on me. sorry!
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Post by indiaskapie on May 22, 2017 16:28:21 GMT -5
It was indeed a slot ray issue! Thanks orangemittens and inabadromance ! I fixed it by checking which ray slots should be corresponding to which cut numbers in Blender and assigning the correct cut numbers to the correct parts (If that makes any sense)!! Yay! Fixed:
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Post by inabadromance on May 22, 2017 17:49:02 GMT -5
Awesome to hear! Glad that fixed your item
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Post by Feyona on May 23, 2017 5:12:39 GMT -5
indiaskapie could you post a screenshot from Blender and point where are slot rays located? If you have a time of course. I am dying to know .
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Post by orangemittens on May 23, 2017 9:43:31 GMT -5
You will not find slot ray intersection data in the .blend. You can find it in the Warehouse. I just posted a brief documentation about slot ray intersection data in the CAS/Pose section now since the question has been coming up somewhat frequently lately.
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Post by indiaskapie on May 23, 2017 14:08:34 GMT -5
Feyona , orangemittens is right. I now realise why the correct cut numbers are important. orangemittens , don't slot rays also have to do with accessory positions, such as necklaces and armbands? That's what I gathered from this exercise too. The Reader's Digest version is basically, your cut numbers in blender are important because they correspond to slot rays. I was frankenmeshing though, so I didn't really have something to go off of. My steps were: 1. Checking which cut numbers were assigned in blender 2. Going to studio and checking which slot rays were assigned to which geometry 3. Making sure these slots lined up with the actual geometry that they're meant to line up with. For example, in the above picture, it says R_outShortSleeve so obviously, whatever geometry this slot ray is assigned to needs to include where short sleeves would normally be on a garment (the right sleeve in this case). Like so: And this geometry would need the most slot rays, since it obviously encompasses all of the below parts: So basically, if this geometry (which is a neck part): Gives me this: I know I need to switch cut numbers in blender. So I look here: The cut number is "0007" so I know that THIS geometry (the full body mesh) needs to be cut number "0007" and so on.
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Post by orangemittens on May 23, 2017 14:34:00 GMT -5
Um, was there a question that I was right about this? I already linked to documentation I wrote this morning that illustrates the issue with slot ray intersection data that you've basically just repeated again here. Also, cut numbers are just the method Studio uses to determine which mesh to replace with new meshes coming in from Blender. They aren't part of the package. You don't have to go through the slot ray intersection data line by line. It's just a matter of using common sense and not replacing mesh groups containing small triangles with mesh groups that contain almost the entire mesh and vice versa. Matching your mesh structure closely to the mesh structure of the original clone is a concept that is discussed in the CAS tutorials in the CAS/Pose tutorial section.
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Post by indiaskapie on May 23, 2017 16:16:07 GMT -5
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