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Post by bmso85 on Dec 12, 2018 7:11:44 GMT -5
Hello all! I was wondering if anyone would be able to help me pin point the issue I'm having. Basically, I have finally been able to create my CC to morph with the body after studying Andrew's small uv walk through but now I'm having a few issues with the texture from the hand weighting it's self to the root. Though I'm not sure if it is caused by the way I'm placing the texture on the image or not. Don't worry about the appearance of the top one's legs, I was just using it for testing.. But you see my issue? In the second one I have a much more clearer snap shot. I'm just wondering how I can fix this. When I made the texture, I used a 1024 sized image and then shrunk the mesh's texture and put it in the bottom right hand side. I've never had this problem before when I put the texture over the size of the Game mesh texture.
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Post by menaceman44 on Dec 12, 2018 7:33:35 GMT -5
This isn't a texture issue. This is caused by incorrect weights. If you have done a weight transfer on the entire mesh but it still uses the original hands then you will need to do the transfer again. Delete the hands from your mesh and append the original hands again from your base mesh but do the weight transfer BEFORE you join the hands back to the main group. If that doesn't make sense then inabadromance is better at explaining these things. Also, are the original legs still under your mesh? If they are then you need to delete them but if I understand then that was only for testing anyway.
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Post by bmso85 on Dec 12, 2018 7:46:44 GMT -5
The top one? No those aren't the original legs, they are actually from the the transferred data of the base mesh. Also I didn't fit the mesh I was using around the top one since I was just testing it's UV structure.
Ok, I will weight try the hand replacement and the weight transfer again and see if it helps get rid of that issue. Thank you. :3
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Post by inabadromance on Dec 12, 2018 9:39:51 GMT -5
hi! you can't/shouldn't have both mesh and body parts hidden inside as mentioned above. the reference mesh should be deleted once transfers are done. if you have body parts not visible from the outside those should also be deleted.
if weighting again (you must delete all bones before re doing this to have a clean transfer) doesn't fix that then it's related to the mesh not following the same meshgroups/cuts as the original blend. I'm not sure I understand this, but your item is the whole outfit right? what did you clone as a base? try cloning the lingerie base game outfit that has one cut and using that as reference as well.
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Post by bmso85 on Dec 12, 2018 10:02:39 GMT -5
Thank you both menaceman44 and inabadromance for your help. Yes, it was a full body mesh and I had found out that it was the mesh causing the issue. I cloned the get famous mesh, (The one from the trailer that had a partner with a rooster mask). The mesh is embedded making it difficult do do anything with. Any other mesh I have cloned has never had this issue. Also thanks for the advice, inabadromance. I'm going to have to start using the lingere more often. It's been solved otherwise. I deleted both projects I was working on and started over using the swimsuit meshes from the base game and they are working perfectly.
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Post by inabadromance on Dec 12, 2018 17:54:08 GMT -5
I'm glad that you managed to solve the issue! But.. doesn't the swimsuit meshes have 3 mesh cuts? You have to import the same amount. If you aren't doing that, then you'll have overlapping geometry on the legs.
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Post by bmso85 on Dec 13, 2018 19:08:51 GMT -5
I've already converted a few female outfits with the female swim suit and yeah they have 3 parts but as long as you merge them and then fit the mesh your wanting to add in game then it really isn't an issue.
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Post by menaceman44 on Dec 14, 2018 7:52:27 GMT -5
If the original mesh has more than one group then it is usually for a reason. If it is the legs that are in seperate groups then that is so that Sim can wear the outfit with different footwear correctly. It is always best practice to make your work fit with what already exsits in game and not to try and force the base object to fit your custom mesh instead.
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