Hi. You can use google disk or imgur to upload and share pictures with us.
About your problem, in newer versions of Blender the process of weight transfer differs from older versions
- make sure both your reference and the garment are visible and selectable; - select the reference, Shift-select the garment, switch to Weight paint, choose Transfer weights. Then choose Nearest face interpolated and By Name; - use Clean tool with All groups selected; - use Limit total.
Last Edit: Jun 27, 2020 13:30:49 GMT -5 by mauvemorn
You can do that in 2.7 the same way you did, no need to use Clean and Limit total. The weights must have not transferred at all. Make sure the reference is visible ( eye icon ) and selectable ( cursor icon ). Make sure you select the reference first, then Shift-select your garment "
If it still won't help, share the link to the blend and package files please
Last Edit: Jun 27, 2020 15:17:23 GMT -5 by mauvemorn
Never ever use Decimate modifier ( at all ) on meshes that are split. Each pattern retopologized differently, so now you have a gap in the place where they are meant to connect and there is nothing you can do to fix it. Go back to MD and quadragulate all patterns ( select them all, then RMB-click and choose Quadragulate. Then change Particle distance to a higher number like 20. This will not give you perfect topology but it will be a lot better than what you have now. You can set quads to be the default in the settings. If you want a really good topology, look up manual retopology in MD ( if you have 9+ version ) or Bsurface addon in Blender. You can also use Instant meshes or Zbrush for automatic retopology, but they will never give you perfect results.
The link to the tutorial you followed leads to this thread, need to click on Create link button. The weights did not transfer at all which can be caused by 3 things: - the reference or your garment were not visible or selectable; - selected the reference and the garment in the wrong order or did not select either at all; - transferred weights from the wrong meshgroup. Did you join all meshgroups of the reference first?
You do not need to use 2 versions of Blender, everything can be done in 2.76-8. I already showed how to transfer weights, but another difference is vertex painting. You should just switch shading from solid to Bounding box before sampling the color. On this subject, dresses and any garments with skirt like bottoms should be vertex painted differently:
Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors
I changed to quads in Marvelous Designer and then started the process over. I skipped the decimate thing and tried to follow your instructions for the weight transfer. I didn't see those options for clean; I just saw the words "keep single". I don't think the weights transferred. Both the reference and the garment had the eye and mouse icons next to them. I think I joined all of the reference meshes.
What does this mean? Do not import garments affected by skirt, toe and foot bones instead of items that are not affected by them ( like the chemise you cloned ). You or people using your cc might get distortions in-game.
Strongly advice to find a different tutorial for this one is outdated and does not offer much explanation.
Put the cursor where Keep single is and scroll up.
Rigging is a process of creating a bone structure of a 3d model so that it can move. In the scene we have a rig ( skeleton) made of bones ( b__R_Skirt__, b__R_Foot__, etc ) that was created and animated by TS4 developers. Our job is to ensure the outfit we create is affected by them the right way so that it can animate properly in-game. Some rigs have additional bones. For example, a garment with a skirt like bottom that goes below mid-thigh will be affected by skirt bones for it to animate smoother. Anything that goes below the ankle will be affected by foot bones to ensure it does not clip into shoes and animates properly. The item that comes with shoes will also be affected by toe bones. The chemise you cloned is not neither of these things, but the garment you made is long enough to be affected by skirt bones and so was the item you used as a reference for the weight transfer. So you are importing a garment affected by skirt bones into a package started from a garment that is not affected by them. When this is done, you or people using your cc might get this type of distortion. So instead of cloning a chemise you should clone DressPanels ( type that in the search bar )
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