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Post by solistair on Sept 17, 2020 12:51:35 GMT -5
Hello! So I have been trying to make a little more maxis matching version of Lirika Matoshi's pink cloud dress and managed to get the dress itself working in the game, but then when I created the straps over the shoulder and the clouds, everything seemed to only take a turn. This is my first time I've actually added things from Blender like this (clouds and ribbons) so I'm still new at this. I've tried to do data transfers, weight transfers, and the vertex painting method of a slightly different shade of green. Below are some of the issues I'm experiencing: Straps/ribbons above shoulders and away from body, odd clipping of the bottom part, half the body not really working with sliders.
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Post by mauvemorn on Sept 17, 2020 15:27:08 GMT -5
Hi. Share the blend and package files please
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Post by solistair on Sept 17, 2020 15:37:32 GMT -5
Hello!
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Post by mauvemorn on Sept 17, 2020 17:24:01 GMT -5
1). The transition between vertex colors should be smooth, using Paint - Smooth vertex colors is enough; 2). The maximum amount of vertex groups a vertex can be affected by is 4. Everything above that will be deleted upon import in s4s. instead of deleting weights of vertex groups that affect the item the least, s4s removes them randomly, which may cause problems. There is a tool in Blender, Limit total, that can do it the right way and you should use it after you transfer weights and use Clean tool; 3). Never use Make blank button. It removes maps from the file thus disrupting its structure and causing problems; 4). You should have unwrapped the cloud before adding thickness and duplicating it; 5). You garment and the reference you transferred the weight from are affected by skirt bones while the lingerie set you cloned is not. The game does not like when you introduce new bones to the meshgroup and can show it with distortion either in your or someone else's game. 6). The skirt, straps and clouds are not unwrapped in the uv_1 map, they will not morph properly. Do the following: - switch to vertex paint, use Smooth vertex colors; - select a uv_1 map, in UV editor select everything with A, press B, LMB-click and drag to deselect that "one" vertex at the very bottom, in the corner. Then press Ctrl I to invert selection. This way everything that is not unwrapped will be selected; - in 3d window press P and choose selection; - for a reference you want something that is of the same length because skirts are weighted differently depending on the length. Clone one of the following: DressTshirt_stripes ( tiny living), DressBeltCollar ( get famous ), DressFlowerSolid ( dine out ). If you do not have any of them, try DressKneeBelt. Export, append it in the scene, transfer weight from it to the separated mesh; - if you used DressKneeBelt, clone something else again, something much longer ( like DressBelted) than your dress can work but not shorter. Transfer a uv_1 map from it; - join the separeted part with the rest of the body, delete references; - clone DressPanels. Import the blend there
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Post by solistair on Sept 18, 2020 3:36:22 GMT -5
Hello! Thank you for the detailed response, it really helped! I have re-meshed the clouds and unwrapped before the duplication and the 3d. They and the dress are now fully reacting to the weight slider and regular sliders in the game without any clipping issues now, the only issue is that the body is not really where it's supposed to be.
EDIT: Nevermind! I did a fresh weight transfer after all of that and limited them to 4 and it's perfect. Thank you so much!
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