I think it won't hurt trying. Every mesh is slightly different. Also I got one more idea, you can try subdiving reference mesh not by applying modifier, but on a tool panel. It will split every polygon in half or more parts and will have different topology that you get when using subdivision surface modificator, so it will give you slightly different uv_1. I don't know if it helps but it worth trying.
Hi lasimmy . Change sort layer to 16000 for each CAS part. More details where to find it here.
Hello Feyona , thanks for the reply. I changed the sort layer as you suggested. However if i create swatches, the problem still persists for seemingly random ones.
You have to change sort layer in every single CAS part. If you change in every cas part but last, and when you create new swatch while selecting the swatch with sort layer 13000, new swatch (and its cas part) inherits that incorrect sort layer number.
I don't think it's possible to make perfect uv_1 manually, but I am not an expert in this field, so may be you'll be able to achieve desired result. Have you tried choosing different settings while transferring uv_1? I can share .blend that I edited, but it doesn't have perfect uv_1 either. Some polys on the sides didn't get unwrapped.
I exported nude bottom to transfer weights from. I think it's the same as nude bottom. Not sure why we got different results... Regarding triangles it's more a scientific guess. I worked once with dress made in MD (non retopologized) and it had the same problem, I cut polygons on the sides similar way as in EA's mesh, transferred uv_1 again again and triangles stopped poking from the sides.
Hi tehhi. I checked uv_1, it seemed look good but I decided to try transferring again using a tip from SLYD's tutorial (subdividing reference mesh). Seems it helped and seems there is no more clipping when using sliders. This is the fattest morph + muscles + widened waist.
Regarding triangulated areas on the legs, I think you will need to re-cut polygons to get rid of these triangles on the sides.
Can I transfer weights from a custom content mesh and still have it be base game compatible, or do I have to transfer weights from only EA meshes?
Answering to highlighted part. In order to make BG compatible mesh you need to clone BG compatible item. The only thing you need to watch for is cut numbers when you match them in your custom mesh to EA's item. Some items can be cut in 4-5 pieces (there is a reason behind this), so your mesh has to be cut the same way. For easiness you can cut your item in the end, after you take care of all stuff like uv_1 or weights.
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