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Post by dissia on May 3, 2019 14:56:45 GMT -5
Hi! I made pants and as sometimes before I came across this... I found that its because of weights, I transfered them from diffrent type of clothes but it ends up with same effect: Weights from Right Foot overlaps to left one and at the same time in place where it overlaps on Left Foot there is no weights. Is there any way to edit it manually? I tried but cant solve that, Ill try to search on my own but may you know how can I repair it and explain step by step? Or should I use other bottom to transfer weights? Blender File
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Post by jwofles on May 4, 2019 11:24:20 GMT -5
Yeah I think you will need to manually edit it, although I don't think it would cause issues like seen in the picture you posted.. Could you share you .package so we can take a closer look? Thanks!
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Post by dissia on May 4, 2019 11:44:20 GMT -5
Of course, I tried on pants with one geom group and with more, same result but defect in different place. Here it is with one geom group: Package
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Post by sonia08 on May 4, 2019 13:13:18 GMT -5
Hi..I recommend you should try weight transfer by using nude bottom insted of any kind of clothes I've got something like this problem before. I did try this. And it never has a problem again.
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Post by dissia on May 4, 2019 13:26:41 GMT -5
Sonia08 I used your advice, but it only changed place :'(
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Post by mauvemorn on May 4, 2019 15:21:49 GMT -5
Hi. I'm on mobile right now and cant give you the exact answer, but it can happen for 4 reasons: 1). Select one vertex at the bottom of the right pant leg. If it has vertex groups meant for the left side, do as explained here sims4studio.com/thread/15713/issue-pant-leg-solved2). If you see a foot vertex group, then you need to clone an item that has these foot groups and import your blend there. Find the longest base game pants for this. Make sure to split the mesh accordingly. 3). Your blend and the original(the one that is being replaced) has different number of meshgroups. 4). Wrong cut numbers assigned sims4studio.com/thread/13120/cut-numbers-easy-explanation
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Post by mauvemorn on May 5, 2019 5:00:32 GMT -5
Ok, so I opened the blend and the right guess turned out to be, well, all 4 of them. 1). Type "bootcut" in the search bar and clone this item. Export the mesh. Append it in your scene and combine all of its meshgroups with Ctrl J; 2). Delete all vertex groups from your pants and re-transfer the weights; 3). Do this; 4). Delete the appended mesh and append the pants again, this time without joining them; 5). Use them as a reference in the process of splitting the mesh and adding cut numbers. 6). Delete the reference and replace the original blend in the cloned pants' package
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Post by dissia on May 5, 2019 11:05:24 GMT -5
Thank you for help! I can say it help but not at all, after that it end up with this (first photo) I repaired it and now it works good, I think the main problem was that part of mesh at the bottom had places where weights was not transfered (second photo). I tried to repair it with brush as it was said in that post but no reaction, then I used wieght gradient and it repaired it. I dont know if it is good solution for that but only one which works when I try
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Post by mauvemorn on May 6, 2019 2:04:58 GMT -5
Gradient should do. For the future, you can use Blur brush prior to removing vertex groups from certain areas. The point is to assign to vertices the right vertex group. Values do not matter, they will autonormalize after you remove the opposite group and click on Autonormalize.
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Post by dissia on May 8, 2019 13:34:55 GMT -5
Thanks, with your help i repaired that pants, now my sim can wear them without problems But now I made another cloth (this time top), and I dont know which one base mesh will be good to transfer weights (there is no similar to my top) is this possible to make it look normal? I tried with gradient and other ones to repair weights but dont know how to make it work for breast, spine and not to look like on photo at the same time x_x Sorry for so much "problems" from me, I'll try to make less complicated clothes next time :D Blender Package
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Post by mauvemorn on May 8, 2019 14:59:48 GMT -5
For this type of meshes you have to use an avatar with lowered hands and assign weights differently. Explained here
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Post by dissia on May 9, 2019 15:18:25 GMT -5
God, I hate myself for that top (rofl) But after all day of fighting I end up with this (first photo). Not directly what I want, but may when I spend some much time repairing weights it'll get better... I hope so :D Thanks a lot for help, after watching your tutorial I found tut from slyd linked at your page, with both I get to know how to repair it... Now I will just pray while repairing and opening in game :D Thanks again!
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