inabadromance explained it correctly. There are two UV maps for each clothing item in The Sims 4, with the second one being used for body morphs. Unlike The Sims 3 though, the way the body deforms cannot be changed per-mesh, as the body deformations are applied uniformly to all meshes using the second UV map. Hope this helps!
I can't understand how the process of projecting a 2D image to a 3D model's surface for texture mapping can be used to get new coordinates for mesh vertices, but if it works like that we can change "second UV map" to set new coordinates for vertices. Can you tell me please where I can get this "second UV map" to modify it?
So this is a full body outfit right? The one you put on from the catalogue?. I don't really think it's possible... for it to change drastically from thin into what you expect. For morphs to work correctly, you need to vertex paint your mesh and to a proper uv_1. But it'd be the same shape, just bigger or smaller. Not thin to your shape.
Actually I was looking for someone who know how this weight changing system works in The Sims 4, but since you are only one who answered me on this forum I guess no one know how it works. Thank you for your time and attention.
Hi! I'm not really sure how to reply your question.. can you explain the project you're working on? is it a piece of clothing? What exactly are you having troubles with?
Hi, I created a new body mesh and it is a fullbody clothing. I want my character to change her body shape from thin to fat shape which I created just like on this picture ibb.co/mtd0JR . "What exactly are you having troubles with?" - I have no idea where the game engine takes new vertices coordinates to change character body mesh from thin to fat in The Sims 4. I hope now you can understand what I mean ^-^
Hello guys, can someone tell me please how exactly character model weight and muscle changing system create the new body shape when your move this sliders? In the Sims 3 there was four different body meshes per model: thin shape, normal shape, muscled shape and fat shape. So, in the Sims 3 I was able to change muscled or fat body meshes to change how my character model would look in the game when she (-he) is gaining weight or muscles. In the Sims 4 there is only one body mesh per model and I don't know how exactly game engine know where to move vertices on mesh when I move fat slider in the game. Maybe someone know if there is a way to change the final position of vertices on my playable character model when she (-he) gained 100% of fat? P.S. thank you for your attention and sorry for my bad english.
That version of Studio should not be altering the weights. Is the .blend you first posted the version you first put in to create the .package you subsequently posted or did you export it from the .package to post?
No, I do not export it from package to post. First I export existing fullbody mesh from one swimsuit clothes in Studio, then I changed it in blender, then post my .blend file and .package file here. That mean I exported default swimsuit fullbody mesh correctly, changed it in blender and when I imported it back to studio it changed weight paint on some vertices, because if I export my new mesh again from studio I can see this changes in blender. Heres is screenshots :
As you can see on left screen that is why there is vertex bugs in the game. Studio changed weight on some faces where I subdivided vertex count. If I don't use subdivision Studio do not change weight paint. P.S. I tried to fix weight paint by my hands, but for some reason Studio change it every time I am importing mesh. In Studio v22.214.171.124 I have the same problem :(
Last Edit: Feb 9, 2015 7:18:39 GMT -5 by coldsteelj
coldsteelj, I've tried to re-create this mesh in a number of ways. The way that was most successful in duplicating the look that you're going for here did not involve increasing the poly count as much as it involved using Blender's sculpt mode to increase the size of the features you're trying to enlarge. When I did it that way I got the D-cup appearance on the mesh and it worked fine with the sliders. Perhaps give that method a try and see what you think.
This tutorial here by Senpai Simmer shows how to add volume to a mesh using Blender's sculpt mode:
Unfortunatelly it can't help me to fix my problem. Sculpt mode help me to move vertices in correct position, but not to increase their count for better detailing. Those body mesh which I posted here is just a test version to find a way on how to fix "subdivide" function, because it would be a waste of time to spend 3 hours on the creation of the mesh which later will not work properly. Anyway thank you for your time and help. I will try to rework weight paint on exported body from studio and post my results here.
Well have you tried cleaning up and reassgning bones in the areas you subdivided? It could be possible that some stuff might have gotten thrown off due to new polygons and such being added through subdivision.
Yes, I found this problem when I export my model again from package. For some reason weight paint was changed on many vertices and now I am trying to fix it with mix tool. Since in blender weight paint was fine I think that when you use Studio to import new body mesh it somehow can't understand correctly all information about weight paint on new vertices.
I've been working on a jacket with a similar problem. For what I know it could be a vertex weight problem. The vertexes in that area are all reacting in the same way. One way to fix it could be to remove few rows and keep only 1 stretching it to fill the area that's empty and merge the vertexes.
But when I am looking in blender on weight paint before and after subdivision process I can't see any changes. It looks like weight pain still the same. Maybe I just need to export new mesh after package creation. I will try it.
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