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Post by natsn on Jan 16, 2020 12:15:01 GMT -5
Hey so I'm doing a Roblox-Sims conversion. Blender went all fine and so did S4S. When I went to see it in CAS it's like if you wear a top it makes the texture of the mesh go all weird. ALSO half of the hair is cut off when I try it on. When I take off the shirt the texture goes normal but the hair is still cut off. I'm sorry I can't explain well. I'll link screen shots. Here you can see that half of the hair is chopped off. Here you can see the texture goes weird when you wear a shirt (some bras work with it) Here you can see that when I take off the shirt the texture goes back to normal but the hair is the same. So I'm not really sure what's happening. Thanks, Nathan.
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Post by mauvemorn on Jan 16, 2020 12:28:20 GMT -5
Hi. You started a package from a hat which is tuned to interact with hair to avoid clipping. It's best to start it from something else, like an accessory. To avoid texture overlap you need to put uvs in the uv_0 map somewhere in in the bottom right corner
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Post by natsn on Jan 16, 2020 12:40:54 GMT -5
Thanks for the quick reply! Do you know what accessory I should pick? Also can you please explain the last part in more detail or link a tutorial? I'm sorry it's just that I'm new to this whole thing.
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Post by natsn on Jan 16, 2020 13:15:04 GMT -5
Okay I changed it so an accessory, now the texture glitch and the hair cut thing has gone but the bag is tilted! I know it's something to do with the bone. I copied the exact bones but it's still tilted? Help please :( the image wont work?
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Post by natsn on Jan 16, 2020 13:17:34 GMT -5
Hi. You started a package from a hat which is tuned to interact with hair to avoid clipping. It's best to start it from something else, like an accessory. To avoid texture overlap you need to put uvs in the uv_0 map somewhere in in the bottom right corner
hello
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Post by mauvemorn on Jan 16, 2020 13:57:55 GMT -5
To edit a uv_0 map: - Choose a uv_0, switch to Edit mode (TAB); - Select everything with A, choose the image I linked you as the background; - G to move, S to scale, R to rotate. Put your uvs in the bottom right corner so that there is less chance they overlap with something
About weights:
- Clone any bra, export the mesh, append it into your scene; - Select your backpack, delete all vertex groups; - Select the appended mesh, Shift-select your backpack, switch to Weight paint, choose Transfer weights, choose By name; - Choose Clean tool, scroll up, choose All groups. - delete the reference top. The meshgroups in the blend you import in the package must have the same vertex groups as the ones that are being replaced. If it is not the case, you might get distortion. If you won't, people using your cc might. You can start from an accessory, but no accessory has vertex groups you need to assign to the backpack. If you start from the top and change category to Accessory ( something that is not commonly used, like a ring ), you will avoid this possible issue.
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Post by natsn on Jan 16, 2020 14:16:31 GMT -5
To edit a uv_0 map: - Choose a uv_0, switch to Edit mode (TAB); - Select everything with A, choose the image I linked you as the background; - G to move, S to scale, R to rotate. Put your uvs in the bottom right corner so that there is less chance they overlap with something
About weights:
- Clone any bra, export the mesh, append it into your scene; - Select your backpack, delete all vertex groups; - Select the appended mesh, Shift-select your backpack, switch to Weight paint, choose Transfer weights, choose By name; - Choose Clean tool, scroll up, choose All groups. - delete the reference top. The meshgroups in the blend you import in the package must have the same vertex groups as the ones that are being replaced. If it is not the case, you might get distortion. If you won't, people using your cc might. You can start from an accessory, but no accessory has vertex groups you need to assign to the backpack. If you start from the top and change category to Accessory ( something that is not commonly used, like a ring ), you will avoid this possible issue. hi i have blender 2.70 and the weights don't work this way or do they?
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Post by mauvemorn on Jan 16, 2020 14:40:48 GMT -5
You still need to delete vertex groups first
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