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Post by foxyrocker on Aug 1, 2019 8:31:05 GMT -5
I've been looking around, but haven't found an answer yet. I'm a newb, though I've been trying for 3 days now. Something tells me I'm missing a step..? I'm just trying to create a simple black dress using the full body swimsuit and the denim skirt. Everything looks great in blender and s4studio, especially after I've updated the texture. BUT! When I go in game, there's a crazy line coming from the hand... I have done everything from simply joining (without deleting vertices ) or following an in-depth tutorial on how to remove each vertices, etc. Reaching out to you because you are a pro. Here's a screenshot ibb.co/HzZjv86Please let me know and thank you!
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Post by mauvemorn on Aug 1, 2019 13:57:31 GMT -5
Hi. The meshgroups in the blend you import in the package must have the same vertex groups as the corresponding meshgroups in the blend that is being replaced. When it is not the case, you might get distortions. In your case, i assume, skirt vertex groups are missing. You most likely are replacing a blend (swimsuit) that does not have them with the blend that has them (a frankenmesh with a skirt). So what you need to do is clone this dress instead and import your blend there If you will still get distortions, delete all vertex groups and transfer them like this (Ignore pics in the top row) Clone and export the dress i showed you, append it in the scene. Rename it as Reference. Select your dress, delete all vertex groups; 7). Select the reference, Shift-select your dress, switch to Weight paint, transfer weights as show in the pic an use Clean tool 8). Don't forget to transfer the uv_1 map from this top+head mesh;
9). Once done, delete the reference mesh by RMB-clicking on it and choosing Delete.
Edit: forgot to tell that you need to frankenmesh hands,too, because fingers are too close to each other so the weights do not transfer right in those areas. After you transfer the weights, just delete hands from your dress, delete everything BUT hands from the reference, combine them with Ctrl J
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Post by Fwecka (Lolabellesims) on Sept 27, 2019 2:52:35 GMT -5
@foxyrocker, I don't know if you'll see this, but "vertex groups" is just another name for bones or joints. It all has to do with animations: Sims' bodies contains a skeleton, called "rig", and a skeleton, or rig, is required for animation. Think of the human body--your skeleton has muscles and ligaments attached in order for your body to move, right? Without a skeleton, you'd be a pile of skin and meat and you wouldn't be able to move--you'd just lie there, helpless, lol. Certain muscles are attached to certain bones, and it's the same with meshes: certain parts of your clothing mesh are assigned to certain parts of the Sims body's skeleton (rig), and the parts of the sims body's skeleton are known as "vertex groups." For instance, the sleeve of your clothing mesh is going to be assigned to the "arms" of sims body's skeleton, and the collar is going to be assigned to the neck, etc. Take a look at the image below. The vertex group "b_L_elbow" is the vertex group that should be assigned to your clothing mesh's left elbow. So, how do you assign these vertex groups? For starters, you MUST clone a mesh that actually has the vertex groups you need. If you are making a dress, it does not make sense to clone a shirt. Why? Because a shirt won't have vertex groups that apply to the thighs, etc. This is what Mauvemorn means when she says, "The meshgroups in the blend you import in the package must have the same vertex groups as the corresponding meshgroups in the blend that is being replaced." You have to clone a mesh that has the "meshgroups" or vertex groups that you need, then you can transfer the vertex groups from the cloned EA mesh to your clothing mesh. I hope all this makes sense.
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Post by Fwecka (Lolabellesims) on Sept 27, 2019 3:04:15 GMT -5
Here's another image that shows what I mean, and take a look at the names of the vertex groups--b_R_skirt, b_L_skirt, etc. Those are vertex groups that are needed for the skirt part of your dress:
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Post by foxrockerfeller on Oct 30, 2020 20:41:38 GMT -5
Omg, I’m sorry to respond so late.
THANK YOU both for responding. I really appreciate it. I believe I have learned so much since then, but still will encounter random issues. I did just read about a “remove unused vertex groups” add on I may try.
Either way, thank you all so much!! 💖💖💖
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Post by Cidira on Oct 30, 2020 21:00:28 GMT -5
Oh, huh, I bet this explains a problem I had when trying to rearrange a set of Servo default replacements that used a bunch of different meshes to replace the different color options. Because I'm not a mesher at all, I exported the mesh from one replacement and tried to import it into another, and had a problem that matches this description. I found another solution I'm satisfied with (tried a different mesh and it worked, probably had the right vertex groups), but now I know what probably caused it. Not sure it leads me to any solutions I'm capable of using if I encounter it again, but knowing is also useful.
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