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Post by ola89 on Jan 29, 2019 17:17:56 GMT -5
Hello, everyone! I decided to make it a new thread, as this is no longer an issue with a MD dress per se. I wanted to say that I really tried to redo the whole process following tutorials, and I'm still not sure what I'm doing wrong. After having done everything, the dress and the baked texture imported into S4S just fine. Nonetheless, I wanted to test it in game before making actual textures in PS. This is around 3rd/4th time I made the exact same mistake without having any clue as for why. I tried to redo the weights, which seem to be transferring correctly each time. Same for vertex paint. Textures bake low quality, which is okay because I want to put my own over them anyway. Here's the issue: imgur.com/a/DPpYsrtHere's also my blend file: ufile.io/5enw5And my package file: ufile.io/0bib5Thank you to anyone who is willing to look into this! It got me very frustrated! I thought I tried every tutorial possible, and I'm still not sure what my issue is. Beginner struggle is real, guys.
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Post by menaceman44 on Jan 29, 2019 17:49:07 GMT -5
Well the first issue that jumps out to me is that you have made a full body outfit but you have cloned a top as your base item. You should be cloning a full body base outfit to import your full body mesh to. That's why the Sim in CAS has two sets of legs. The issue in the picture appears to be a weight issue and is probably due to this mismatch of items. Start a new package and use the full body lingerie as your base to import your mesh into. I would delete all of the extra rigs from your blend file and make sure to rename your mesh to match the name your cloned object is given, which will usually be studio_mesh_0. Make sure that the cut numbers match as well. See how that goes and then get back to us.
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Post by ola89 on Jan 29, 2019 18:14:38 GMT -5
Well the first issue that jumps out to me is that you have made a full body outfit but you have cloned a top as your base item. You should be cloning a full body base outfit to import your full body mesh to. That's why the Sim in CAS has two sets of legs. The issue in the picture appears to be a weight issue and is probably due to this mismatch of items. Start a new package and use the full body lingerie as your base to import your mesh into. I would delete all of the extra rigs from your blend file and make sure to rename your mesh to match the name your cloned object is given, which will usually be studio_mesh_0. Make sure that the cut numbers match as well. See how that goes and then get back to us. I will play around and see how that goes! Wow, I never even thought about the full body lingerie. Thank you so much for your response! EDIT: I just thought about something! I do have some pre-saved nude top, nude bottom, and nude feet that I use in blender and join before I import the dress. Now I'm no longer sure if I really did clone just the top :/
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Post by menaceman44 on Jan 29, 2019 18:26:10 GMT -5
The internal naming in your package shows that you cloned from a top. That's also why there are legs in your blender rig but no torso.
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Post by ola89 on Jan 29, 2019 23:50:10 GMT -5
Hello! I was finally able to figure out what my issue was. If it helps a beginner, I'm more than glad to share my discoveries! I was reading a lot about cut numbers and group numbers. When I was making my dress, just like menaceman44 noticed, I used a nude top instead of some other article of clothing that would serve as a WHOLE body base for my dress. I also noticed that the dress I used before to transfer weights from had two groups, while the body base I used had three. I also had no idea that the way I join layers together matters! If my three mesh groups had different cut numbers, but one of them was 0000, in order to match it up I had to make sure I merged them such that they would match my base. I don't know if there's an easier way around it, but that's how I did it. I inspected all the group and cut numbers and then made sure everything matched. I was very excited to notice that the dress finally worked in game and also worked just fine with the sliders. Slimmer sim: Bigger sim: I still have to improve here and there with how I make my dresses (there are some tiny weird face distortions here and there, but you really have to look for them). Here's how the dress looks in the game! Thank you to everyone who shared their opinions and suspicions with regards to this problem. I really appreciate it!
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Post by menaceman44 on Jan 30, 2019 18:34:04 GMT -5
I'm so pleased that you got it working. If it helps for future projects, you can manually change the cut number of a mesh group. You just have to click in the text box in blender that shows it and type in the new value you want.
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Post by ola89 on Jan 31, 2019 15:19:48 GMT -5
I'm so pleased that you got it working. If it helps for future projects, you can manually change the cut number of a mesh group. You just have to click in the text box in blender that shows it and type in the new value you want. Thank you! I did know I could do that, but I was wondering about one thing. I noticed that the cut number can only be changed in Blender 2.7, which is the one compatible with S4S. What I did was checked in 2.7 first what the cut numbers were, and then merged them in 2.79 later in a way that would give me the same cut number as my base (which is 0000). Is Blender 2.7 the only version I can check what the cut numbers are? I understand this is the case because the Blender path for S4S is version 2.7. I would totally just change the cut numbers manually, but I never know what they really are unless I check in the older version first. Perhaps there's a slightly newer version that still works with S4S and would allow me to access the cut numbers without having to open 2.7? Thank you in advance!
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Post by menaceman44 on Jan 31, 2019 15:57:21 GMT -5
I use version 2.76 of blender which works with the cut numbers.
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Post by ola89 on Jan 31, 2019 18:40:49 GMT -5
I use version 2.76 of blender which works with the cut numbers. Okay, thank you! I might as well switch to that one.
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