Post by katarinamartian on Mar 23, 2020 21:00:46 GMT -5
New Doubt!
I'm having a problem with a Tunic at TS4! I've made the transfer weight and even try to make it manually, but as the sleeve is connected to the body, it deforms when Sim walks and I'm almost giving up! Do you have any tips?
If you did not check Selection only, your current avatar probably has both the item you cloned to export as avatar and everything that is under rig. Let's do it like this 1). Clone a swimsuit, export the blend file, open it, select all meshgroups and join them with Ctrl J; 2). With your joined meshgroup selected, in 3d view Shift-RMB-click on the head and feet; 3). File - Export - Wavefront ( .obj). Choose Selection only;
4). Make rig visible and selectable. RMB-click on the right shoulder joint, type 0.370 for Y. Select the left shoulder joint and type -0.370 for Y;
5). Select the body, head and feet again, export the same way with Selection only checked; 6). Open MD, RMB-click on the avatar and choose Delete all avatars. Then File - Add - avatar, choose your First obj; 7). File - import - your second avatar - as morph
Last Edit: Mar 24, 2020 13:13:00 GMT -5 by mauvemorn
PLEASE FOLLOW THE RULES OF CREATOR HELP:
• describe your problem and provide a picture of it (if possible);
• provide download link(s) to .package and .blend files.
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Post by katarinamartian on Mar 24, 2020 14:45:16 GMT -5
mauvemorn I've made it, but I realize that I don't have a sleeve, it's a unique pattern at top. I even tried to cut with the knife and apply your video, but the cutted part separated of the tunic. I loved your video and I'll apply the technique a lot, but at this tunic I dont know if I'll can.
1). If the mesh can be made from symmetrical patterns, make the garment with Link editing enabled. It will save you a lot of time when it comes to sewing, editing and retopologizing. It will also make everything look neater. 2). Try to make sure that the seams on the garment align with the seam on the body. It will be easier to transfer uv_1 maps; 3). Retopology is the act of recreating an existing surface with more optimal geometry, which is something MD's Remesh can not achieve for it does not take in consideration the shape of the mesh. By using it you only make it worse. The shading artefacts remain because edges do not flow along these folds, thus defying the whole purpose of retopology.
High density = / = quality. High density = the mesh animates and morphs in a "cramped paper" kind of way. High density = high polycount = large file size = longer loading time. Also possible game crash. If something you made is so high poly it crashes people's game, all effort you put into making it go to waste. I don't go past 15k unless it is necessary.
This is how the weights transfer from low poly maxis meshes to high poly. The higher the density, the less officiant are smooth tool or subdividing the reference.
The best way of retopologizing the mesh is manual. In MD 9 there is a new manual retopology tool, but it could be better, lacks many useful features. BSurface addon for Blender works similarly. Automatic retopology never gives great results, I retopologized your mesh in Zbrush to speed up the process, but had to spend 2 hours editing the mess that came out of it. There is also Instant meshes addon for Blender, but I have not tried it.
Anyway, while I did manage to transfer the weights, the results are not great. Maybe there is a way of adjusting the weights base on Shape keys, but I do not know. Theoretically you can edit the weights manually, but I think at this point it will be a waste of time. It's best to leave this project for when you have more experience in this field and not make anything with loose sleeves or similar for now.
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