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Post by George on Sept 9, 2020 13:16:00 GMT -5
viewport shading setting should be solid..? I saved it setting texture I changed(rotated) rig to edit armpit weight then used 'alt + r' to go back to default rig. and [this] is gif file the wrong arm position in CAS (set clockspeed 0, so sim is not moving) and [this] is package file in the gif plus) does the order matter? I transferred data(uv_1) first. then vertex paint, and at last transferred weight. and i subdivided reference mesh(with w key) 3 times before transferring uv_1 and weight
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Post by mauvemorn on Sept 9, 2020 15:36:15 GMT -5
If the viewport is set to solid, you will have easier time seeing shading artefacts. With texture on, it would be much harder. However, I do not think this is a problem in your case. A mesh this high poly would not have that. Maybe what you think is the problem is just a texture?
Ohh. If you were to put one of those mascot full body suits, you'd see that the arms are much further away from the body because they have wide thighs. Where the arms are is dictated by slot rays but I am not sure,um, whether they are predetermined by each outfit or somehow adjust to the bones. I think it is the later because the shirt that I told you to clone does not have the same arm position. You say you tried Fix slot ray and it changed nothing? You can technically manually edit slot rays but I would not dare, you never know what's going to happen with all of that I'll test a few thing now and get back to you
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Post by mauvemorn on Sept 9, 2020 19:02:19 GMT -5
Hm, okay, i still have no idea why the arm position differs from the one of the cloned item, but it does not seem to be related to thigh vertex groups or the fact that the rig position was edited at one point.
The thightwist bones do not affect the mesh too much so I guess no one is going to die too much if you were to delete them after all
- Add Armature modifier unless it is already added, Assign rig; - Click on the small + button, type in thigh, select each vertex group and delete it with the big - button to the right; - type b__Spine0__ and click on the lock icon next to it; - Switch to Weight paint, select b__Pelvis__, click on Normalize all, uncheck Lock active. - clone a tank top, import the file there.
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Post by George on Sept 10, 2020 4:32:07 GMT -5
I think problem solved!!! These are the things i did to solve it 1. I remade the obj. The front side and left arm garment's particle distance had higher poly than right arm and back. So I remade all of garment pattern to have same particle distance. 2. I did Retopology. (followed your video) 3. Changed Reference mesh and package file to rainbow tank top. 4. Assigned rig (5. updated window - i think this doesn't matter ) Finally, Arm positions are back to normal and became more smoother(not perfect but looks fine) than before. And ... in fact, I cannot understand what ' The thightwist bones do not affect the mesh too much so I guess no one is going to die too much if you were to delete them after all' means exactly. You mean just delete the thightwist bones? Anyway thank you very much for caring this problem for a long time ♥♥♥♥♥♥♥♥
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Post by mauvemorn on Sept 10, 2020 7:44:46 GMT -5
Yes, just delete them. If there will be clipping, than very minor and in extreme positions. The tank top is not affected by any thigh bones, so if you were to import something that is, either your or someone using your cc mighty get distortions in the area affected by these bones
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Post by George on Sept 10, 2020 9:35:30 GMT -5
OKAY I will keep in mind
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