|
Post by sweeteizus on Feb 15, 2018 13:25:55 GMT -5
lol the longer skirt made it pretty easy for me, it looks great in game. I suppose I'm content with that for now.
|
|
|
Post by sweeteizus on Feb 15, 2018 12:53:15 GMT -5
Using the longer skirt (although it's not base game compatible), worked!! Ugh.
|
|
|
Post by sweeteizus on Feb 15, 2018 12:41:47 GMT -5
I'll try to repaint with a longer skirt but for some reason I am totally dense when it comes to weight painting my meshes :'(
|
|
|
Post by sweeteizus on Feb 15, 2018 12:37:53 GMT -5
I did the weight transfer in 2.70 to begin with, but then I went over the tutorial you linked, and tried doing the clean step in 2.8.. that's when this happened lol. Yes, the reference mesh is a little shorter than mine, and I tried hand painting it myself and it still looked like poo. I'm painting it wrong.. Could someone possibly just properly paint my mesh so I can visually see how it is supposed to be painted? I am so sorry lol.
|
|
|
Post by sweeteizus on Feb 15, 2018 12:31:32 GMT -5
|
|
|
Post by sweeteizus on Feb 15, 2018 11:20:21 GMT -5
I'm full of poo, there's a lot more to weight transfer lol. I've learned that the hard way. And honestly, I can't get my weight paints right most of the time.
|
|
|
Post by sweeteizus on Feb 4, 2018 11:48:02 GMT -5
Think of it this way; the bones are the skeleton of the Sim. The weights are what glue the skin to the skeleton. So by changing the weight paint you tell the game which parts of the body should move with which bones. If you select the left foot bone and paint the left foot skin in red then they will move together, for example. That helps very much, thank you!!
|
|
|
Post by sweeteizus on Feb 3, 2018 21:09:45 GMT -5
Have you read the tutorial i linked? the tutorials linked within that post and the other links shared by feyona? I'm not sure what part exactly is it that you don't understand.. so i'll just quote this in case that was your question: "The weight value defines how the bone influences the vertices around the joint when it moves. Red (1.0) means the vertices moves 100% with the bone and blue (0.0) means the opposite." Thanks, yes I read them and it helped a little, but it's taking me a little time to fully understand how the weights and bones and colors work. I'll keep at it, I'm sure I'll get it.
|
|
|
Post by sweeteizus on Feb 3, 2018 16:51:18 GMT -5
B-|
I don't understand how weight paint works. Like at all.
|
|
|
Post by sweeteizus on Feb 3, 2018 12:41:54 GMT -5
Thanks so much!! I'll update as I go along..
|
|
|
Post by sweeteizus on Feb 2, 2018 15:05:25 GMT -5
|
|
|
Post by sweeteizus on Feb 2, 2018 12:40:43 GMT -5
can you share a picture of the problem? it could be because it wasn't vertex painted. From what I've gathered, it probably is a vertex paint problem. The green color on vertex paint supposedly tells the game to make the garment skin tight, which I don't want. I want the gown to be poofy, and I don't want to see the leg movements underneath the gown. I think the vertex paint color needs to be yellow.. but I don't know the hex code for it.
|
|
|
Post by sweeteizus on Feb 2, 2018 12:28:27 GMT -5
I am trying to vertex paint a poufy skirt.. if green makes it fit skin tight then I definitely don't want that.. what hex code do I need for the skirt?
|
|
|
Post by sweeteizus on Feb 2, 2018 11:17:39 GMT -5
I created a lovely ball gown in MD using a petticoat I made in blender, I just really hate the way it looks when the sim walks in game. Any tips on creating large bell-shaped skirts?
|
|
|
Post by sweeteizus on Dec 23, 2017 0:14:26 GMT -5
This is pretty basic, I know, but did you make sure your resource.cfg file is still in your mods folder?
|
|