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Post by Feyona on Dec 9, 2018 16:57:02 GMT -5
I'll quote those 2 posts here then. I'm using Harmony 3.0.1.3 and blender 2.70. I have a mesh with hand-painted weight. I'm pretty sure 'Auto Normalize' is on when I painted it. After I import the mesh into s4s and test it in game, there's always a vertex which dosen't get the correct paint and causes glitch in game. Here's my custom weight paint. Here's the weight paint after I import the mesh and export from s4s. You can see the vertex unpainted. No matter what I do, I changed weight, moved the vertex around, it can't get painted. Here're the blender file and package file. simfileshare.net/folder/17372/This happens on Wishes too. Hi SLYD, sorry for the late reply, it was a hectic weekend. I'll download and take a look. The issue is that you have a vertex weighted to five bones and the game will only accept up to four bone assignments. For that reason, Studio will also drop one of those assignments. I'm thinking that possibly the Spine 1 assignment may not be right here.
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Post by Feyona on Dec 9, 2018 17:05:31 GMT -5
Regarding the holes. You have bits of original mesh under your decimated dress that overlaps with custom mesh. Original mesh has correct topology for the game and correct uv1. When you decimated your mesh and transferred uv1 from EA's mesh you got an approximate uv1 that is behaves similar to EA's but not the same due to the way mesh built, so you can see pieces of EA's mesh poking here and there. Delete more polygons under the dress. And in general ideally MD meshes have to be retopologized, not decimated. Retopology can be done in instant meshes (free), Zbnrush and Maya (not free), in Blender manually (free and with paid addon, but there is a legally shared free version of that addon).
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