|
Post by bratinxx on Jul 30, 2019 11:53:59 GMT -5
Hi! I have a question! imgur.com/a/m4rmUAdfirst pic is mesh in blender second pic is mesh in s4s(same as in game) in blender, there is nothing wrong with mesh. There is no protruding part! but in s4s and in game, mesh is a lil broken. i don't know how to fix it, bcoz there is no wrong in blender! does anyone know how to fix it? this is my blender file. www.dropbox.com/s/os568qkc2gfkn6q/weight%20done.blend?dl=0it will be great pleasure if u help me! <3
|
|
|
Post by menaceman44 on Jul 30, 2019 13:20:35 GMT -5
There is clipping because you still have some of the original leg mesh left under your clothing and the weights in those areas are very slightly different so when the game animates it little bits may poke through. In an EA object the legs would stop exactly where they meet the clothes.
Do you have the package file to share? Is this a full body outfit and did you clone from a full body outfit to begin?
|
|
|
Post by bratinxx on Jul 30, 2019 23:59:38 GMT -5
|
|
|
Post by menaceman44 on Jul 31, 2019 9:10:10 GMT -5
So to create your package though you have used a Top to import your mesh to and then changed the category to Full Body? Is that correct? I am not knowledgable enough with CAS items to be sure that what I am saving is correct but I believed that to create a Full Body outfit it is usually best to start with a Full Body item as a base. It doesn't matter if your mesh started out as a Full Body so much but your package should.
From reading other threads it is usually recommended to start with the full body male version of the female swimsuit from base game. It is already classed as a Full Body outfit and only contains a single mesh group.
Some of the other forum users will have to step in here to be able to help further as I don't know enough to be able to explain.
|
|
|
Post by bratinxx on Jul 31, 2019 11:32:07 GMT -5
menaceman44it is same in full body base. but, anyway! thanks for ur help. have a nice day!
|
|