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Post by mauvemorn on Sept 11, 2020 13:11:27 GMT -5
I too have had these butt clipping issues, even if the butt mesh section is not in my skirt mesh. The game insets the default nude mesh under it. When sims undertake extreme movements like dancing or yoga, I get butt and leg clipping. I'd like to know how I can possibly stop this clipping. From your image, I suggest moving the clipped area of the dress mesh out a bit and away from the default butt. My butts clip like that also if my skirt mesh is too close to the default butt. The Game does not insert it. You need to delete all parts of the body the garment covers. Ignore what you are seeing in rig, it will not be imported, only work on your garment's meshgroups. The body underneath clips into the garment because of differences in topology, weights and uv_1.
To make sure the weights and a uv_1 map match as close as possible, always use Nearest face interpolated
As for topology, do not make high-poly meshes
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Post by honeythecreator on Sept 11, 2020 16:31:27 GMT -5
I too have had these butt clipping issues, even if the butt mesh section is not in my skirt mesh. The game insets the default nude mesh under it. When sims undertake extreme movements like dancing or yoga, I get butt and leg clipping. I'd like to know how I can possibly stop this clipping. From your image, I suggest moving the clipped area of the dress mesh out a bit and away from the default butt. My butts clip like that also if my skirt mesh is too close to the default butt. The Game does not insert it. You need to delete all parts of the body the garment covers. Ignore what you are seeing in rig, it will not be imported, only work on your garment's meshgroups. The body underneath clips into the garment because of differences in topology, weights and uv_1.
To make sure the weights and a uv_1 map match as close as possible, always use Nearest face interpolated
As for topology, do not make high-poly meshes
I believe I did use nearest face interpolated. Here is the updated .blend
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Post by simpossum on Sept 11, 2020 18:56:24 GMT -5
The Game does not insert it. You need to delete all parts of the body the garment covers.
That's just it. I delete any unseen leg/butt mesh areas above the skirt plugs. I wouldn't see a need for the default mesh to be inserted. The extreme articulation deforms the meshes a lot though. The butt part clipping through does not look like it's in my my skirt meshes at all. Strange. Must be the leg mesh getting stretched to an extreme. "The body underneath clips into the garment because of differences in topology, weights and uv_1." Thank you for that! And thank you so much for the images to help me! I have done numerous skirts where that can be resolved, and it explains why some skirts I see clip, and some do not. Even some of EA's stuff clips legs and butts. I'm not able to find the weight transfer menu options in the second image.
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Post by honeythecreator on Sept 12, 2020 9:49:43 GMT -5
I found a fix for my deleted legs! I used the extrude region trick
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Post by mauvemorn on Sept 12, 2020 11:59:59 GMT -5
That's just it. I delete any unseen leg/butt mesh areas above the skirt plugs. I wouldn't see a need for the default mesh to be inserted. The extreme articulation deforms the meshes a lot though. The butt part clipping through does not look like it's in my my skirt meshes at all. Strange. Must be the leg mesh getting stretched to an extreme. "The body underneath clips into the garment because of differences in topology, weights and uv_1." Thank you for that! And thank you so much for the images to help me! I have done numerous skirts where that can be resolved, and it explains why some skirts I see clip, and some do not. Even some of EA's stuff clips legs and butts. I'm not able to find the weight transfer menu options in the second image. Forgot to mention that the reason you may be seeing legs in s4s and ts4 is because the blend file has one meshgroup and the package has more than one. For example, you clone a swimsuit made of 3 meshgroups. 0000 for lower calves, 0001 for upper calves, 0002 is for the rest. Then you import a blend that only has one meshgroup with cut number 0000. Only this meshgroup is being replaced and the rest stays, the whole upper body
The options are in 2.76-9 version of blender. If you are using 2,7, you do not need it at all, everything can be done in one version
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Post by simpossum on Sept 13, 2020 10:14:54 GMT -5
I found a fix for my deleted legs! I used the extrude region trick Cool! Or you can append with some leg mesh pieces from another item to join in. I usually use the three piece knee-to-ankle leg set as it works best with all the footwear and socks. Great fun!
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Post by simpossum on Sept 13, 2020 10:31:14 GMT -5
Forgot to mention that the reason you may be seeing legs in s4s and ts4 is because the blend file has one meshgroup and the package has more than one. For example, you clone a swimsuit made of 3 meshgroups. 0000 for lower calves, 0001 for upper calves, 0002 is for the rest. Then you import a blend that only has one meshgroup with cut number 0000. Only this meshgroup is being replaced and the rest stays, the whole upper body
The options are in 2.76-9 version of blender. If you are using 2,7, you do not need it at all, everything can be done in one version
Now I feel like I'm hijacking the topic. My blender is version 2.76a. I'll go look for the -9. I always use the packages with three mesh groups for the legs. They work best IMO. Cutting the simple pencil skirt very short, the knee-to-butt mesh segment is in the same group as the skirt mesh, but uv mapped to the yfFemale nude texture for the skin. Being so close to the waist articulation point, leg skin texture is clipping through the skirt when dancing, for example. Something never seen in longer skirts with shorter thigh segments. That's about the best I can explain it. What I need to do is go get my head into some tutorials and learn some things about weights, and grab the -9 blender. Thanks! *tick-tock* I DL'd blender-2.76b-windows64.msi from download.blender.org/release/Blender2.76/ and it reports version 2.76b when running. Looks like the top of the 2.76 offerings. I didn't see a 2.76-9. Is that better?
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Post by mauvemorn on Sept 13, 2020 11:16:00 GMT -5
simpossum No, by 2.76-9 I meant 2.76, 2.77, 2.78, 2.79. Any of these are fine. 2,79 is not very stable though, or rather the plugin for it, it stops working sometimes after s4s updates. I do not know what the transfer weights menu looks like in 2.76 but there should already be Source layers selection at least. This is the main difference between 2.7 and 2.76-9. The authors of old tutorials tell people to use 2.7 because they did not know how to set up the transfer weights menu in the newer versions. The legs are all the same. You can just use the bottom mesh under the rig instead of dealing with split into meshgroups meshes Anyway, please create a new thread and share the pictures and files because by guessing things we will achieve nothing
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