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Post by Renorasims on May 23, 2017 10:58:54 GMT -5
Hi Everyone, I'm having a 'poking vertices' problem and i'm not sure how to fix it. I think it's because of the weight paint not being in the middle of the circle. (if needed: here is the package file) I appended the new mesh (part from a BG dress) to the nude-top but later added the bottom part of the dress to prevent the see through effect when looking at it in a certain angle. How can I weight paint this part of the mesh? I vertex painted the new mesh into the color green of the nude top so that should be OK right?
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Post by haya194 on May 23, 2017 11:49:31 GMT -5
Delete the bottom part and then extrude it inside to close it. I can explain more if you don't know how to do that.
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Post by Renorasims on May 23, 2017 13:13:31 GMT -5
Delete the bottom part and then extrude it inside to close it. I can explain more if you don't know how to do that. Hi haya194Thank you for your fast response! If you could... I would be very grateful! I tried with E first selecting faces but don't know how to get them towards the middle
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Post by haya194 on May 23, 2017 13:50:45 GMT -5
Delete the bottom part and then extrude it inside to close it. I can explain more if you don't know how to do that. Hi haya194Thank you for your fast response! If you could... I would be very grateful! I tried with E first selecting faces but don't know how to get them towards the middle Don't select the faces. Select the edges. Then when you press extrude press "s" and move the mouse and it will start moving inside or outitside depending on the direction. Remember you need to click extrude and then click "s" and select the edges. Tell me if it didn't work and I'll try to explain it in more detail. I would've sent you photos if I were at my computer right now.
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Post by Renorasims on May 23, 2017 14:07:44 GMT -5
Hi haya194 Thank you for your fast response! If you could... I would be very grateful! I tried with E first selecting faces but don't know how to get them towards the middle Don't select the faces. Select the edges. Then when you press extrude press "s" and move the mouse and it will start moving inside or outitside depending on the direction. Remember you need to click extrude and then click "s" and select the edges. Tell me if it didn't work and I'll try to explain it in more detail. I would've sent you photos if I were at my computer right now. Hi no worries! I think I get what your saying, Does it look like this when I'm done? (see below) I probably have to unwrap that part? Can I do that without screwing up the rest of my UV1 layout? (I already mapped it) I tried to unwrap the selection I just made (marked the circle with seam in blender, pic 4) but get this when I unwrap it (see 3rd pic). I tried merging the vertices in the middle but then the faces get screwed up.
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Post by haya194 on May 23, 2017 14:39:11 GMT -5
You didn't even have to unwrap it. Just move it inside and it will be hidden inside the body. You don't need to mess with the UV. Leave it open.
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Post by Renorasims on May 23, 2017 17:11:21 GMT -5
You didn't even have to unwrap it. Just move it inside and it will be hidden inside the body. You don't need to mess with the UV. Leave it open. Uhh okay but before I did this it looked like this (1st pic) after I've imported the new mesh it looks like this (2nd pic). To prevend see through effects from happening the new part that's created with extrude needs to be mapped correctly (if I understood other S4S tuts ). However the stabbing vertices effect is gone (see pic three), but we do have the see trough problem... I tried to dress my sim in it but after I've changed her clothing she shows up in the BG pink bra (I used create 3D mesh in s4s and the nude top as base) for some reason (4th pic) . So Unfortunately I can't check the see through issue in-game but if it's visible in S4S than it must also be visible in-game.
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Deleted
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Post by Deleted on May 23, 2017 18:16:26 GMT -5
You might try going back to your original .package (the one you posted) and painting those faces the correct color. You can do this by sampling the weight/color of a specific vertex by clicking ctrl + LMB, then selecting the faces that need to be painted (hit the face selection mask on the bottom toolbar and then shift + RMB to select the areas you need). You can then fill in those areas with the correct weight/paint by hitting shift + K.
Looking at your original .package your uv_1 seems a little odd for that area of the top, so you might want to look into that as well.
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Post by haya194 on May 24, 2017 0:34:15 GMT -5
The see through can be solved easily. Select all the vertices in edit mode and click extrude again. The inside of the mesh will take the the texture of the outside and it will be fixed very easily.
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Post by Zelrish on May 24, 2017 6:21:29 GMT -5
Wow.... This topic has become like super complicated over a simple weight issue. The only problem from your original package posted here is that for whatever reason the vertices that are "closing" the mesh at the bottom have their weights assigned to the leg bones... I would simply suggest, take back your first package shared here and follow this tutorial. I recommend subdividing the reference mesh for a better end result. That will fix it in 2 minutes. You could also follow the advice from Petersparker and manually fix the weights on those particular vertices.
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Post by Renorasims on May 24, 2017 9:18:04 GMT -5
You might try going back to your original .package (the one you posted) and painting those faces the correct color. You can do this by sampling the weight/color of a specific vertex by clicking ctrl + LMB, then selecting the faces that need to be painted (hit the face selection mask on the bottom toolbar and then shift + RMB to select the areas you need). You can then fill in those areas with the correct weight/paint by hitting shift + K. Looking at your original .package your uv_1 seems a little odd for that area of the top, so you might want to look into that as well. Hi@peterssparker! Thank you so much for weighing too! I followed your instructions with my original mesh and now the underpart of the mesh looks like this (1st pic). I thought that would do the trick but unfortunately... The poking vertices are still there. (2nd pic) I weight painted the b_spine0__ Is that the the right one? I only mapped the UV0, UV1 not jet and i can see what you mean (3rd pic). Can this also be the cause of the poking vertices? I was hoping, by using the nude top, i wouldn't have to redo that . I'm gonna follow eliavah's mini tut for that tonight.
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Post by Renorasims on May 24, 2017 9:27:11 GMT -5
Wow.... This topic has become like super complicated over a simple weight issue. The only problem from your original package posted here is that for whatever reason the vertices that are "closing" the mesh at the bottom have their weights assigned to the leg bones... I would simply suggest, take back your first package shared here and follow this tutorial. I recommend subdividing the reference mesh for a better end result. That will fix it in 2 minutes. You could also follow the advice from Petersparker and manually fix the weights on those particular vertices. Hi Zelrish, I just answered to peterssparker's suggestion but for some reason your reply only showed up after that. I know I probably wasn't explaining it right or something. Sorry for that! If you can also take a look at what i did i would be very grateful :3 I just need to know if the poking vertices effect can also be a cause of the UV1 not being unwrapped correctly.
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Post by Deleted on May 24, 2017 10:15:54 GMT -5
I agree with Zelrish, it's best to just do/redo a weight transfer using brujah's tutorial. From my understanding (which is very limited lmao), the pointy bits are caused by incorrect weight painting, but the uv_1 may still cause problems with weight sliders if not fixed. Weight paint = what bits stick to which bones & uv_1 = how the bits move and expand. (Someone please correct me if I'm wrong!)
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Post by Renorasims on May 24, 2017 14:36:53 GMT -5
I agree with Zelrish , it's best to just do/redo a weight transfer using brujah's tutorial. From my understanding (which is very limited lmao), the pointy bits are caused by incorrect weight painting, but the uv_1 may still cause problems with weight sliders if not fixed. Weight paint = what bits stick to which bones & uv_1 = how the bits move and expand. (Someone please correct me if I'm wrong!) Okay I'll try that tomorrow/tonight thanks for all the help !!! Zelrish haya194.
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Post by Renorasims on May 26, 2017 4:57:31 GMT -5
Wow.... This topic has become like super complicated over a simple weight issue. The only problem from your original package posted here is that for whatever reason the vertices that are "closing" the mesh at the bottom have their weights assigned to the leg bones... I would simply suggest, take back your first package shared here and follow this tutorial. I recommend subdividing the reference mesh for a better end result. That will fix it in 2 minutes. You could also follow the advice from Petersparker and manually fix the weights on those particular vertices. Okay... I'm starting to get desperate here ... I did what you and peterssparker suggested (took back the original package file) and saw the blue part in the middle disappear (after following Brujah's tut on transferring weights) which indicated to me that it now should be weighted properly. Now they're poking out even further (see 2nd pic) I also re-did the UV1 with Eliavah's tut by using this BG top (see 1st pic) as reference for the UV1 of my top. They have the same size, etc so I figured (as explained in the tut from Eliavah) that this should be good enough. I also tried to clean all those vertex groups that aren't necessary by following the instructions in brujah's weight transfer tut but that didn't do anything. Am I missing a 'Enter' or 'Apply' button or something? However... this should be the cause of poking vertices I think...? Here are the package files; "nude_top" is original before the weight transfer (with blue part in the middle), UV1 mapping. "New_top_after..." is after doing the tuts. If anyone can please help me figuring this out I would be so grateful! You have no idea... Once I know what the problem is I won't hit my head to this subject ever again I think
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