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Post by mrnoeyebrows on Aug 19, 2019 4:41:16 GMT -5
Hi again, I've made some dresses in Marvelous Designer and would like to make them into cc but from my understanding you need a sort of base mesh from Sims 4 Studio to attach it to and there doesn't seem to be a nude one for full body like there is for top and bottom so I use the strapless swimsuit as my base but the top part of the dress doesn't always cover it completely. I know there must be a way around this cause I've seen other peoples dresses that definitely couldn't have had an EA mesh underneath. Is there a way to hide it, or could I just take the top and bottom nude meshes and merge them? Is that why the nude meshes have the same cut number?
I've also had some trouble sorting out weight transfers because when I use the swimsuit for a base it's in different pieces and each part has a cut number I have to match so I have to keep my mesh in several pieces otherwise it won't show up, but that means I have to try and transfer the right weights to the right parts of my mesh and it never turns out well in game. I know there must be a better way to do all of this but I haven't been able to find any proper tutorials on how to make full body outfits or what base EA mesh to use. Help would be greatly appreciated!
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Post by sigma1202 on Aug 19, 2019 4:49:12 GMT -5
You just need the base EA mesh for weight transfer and uv_1 transfer, after that, you can just delete it
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Post by mauvemorn on Aug 19, 2019 5:50:01 GMT -5
Hi. There is a lingerie set you can use for full body outfits for feminine frame and swimsuits for masculine. Just clone a lingerie set(type lingerie in the search bar) , export its blend, use it as a body under clothing(just delete everything covered by fabric), but transfer weights and a uv_1 map TO CLOTHING ONLY from a different item that is closest to your mesh in shape. Keep in mind that you must import your blend in the package started from an item you transferred weights from. 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. If it is not the case, you might get distortions.
Edit: do not export the avatar from MD, fingers are too close to each other for weights to transfer right
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Post by mrnoeyebrows on Aug 21, 2019 1:45:02 GMT -5
Thank you for the advice, I’ll give it a try!
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