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Post by jlanz16 on Oct 14, 2020 8:40:38 GMT -5
Hey there! and this my first post where I really need your help/advice. This part is where Im currently struggling right now. As the title said, there are 2 bodies in one mesh when im in CAS mode. I suspect that the Data Transfer is the cause of this since I have problems where I put the MD Mesh and Maxis-match Mesh (not joining together for clarification). I use Blender 2.79 for Data Transfer and 2.70 for Weights Transfer. Both are morphable but it gets really messy when you make it bulky and the texture isn't looking good. This is my comeback project where I stop making CC for more than a decade after TS3 release, and this project means so much to me. Pictures and File are on below this post: Here's the file for you to check
Will look forward to your help Thanks in advance!
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Post by squasha on Oct 14, 2020 14:10:06 GMT -5
hey! i think i have your issue fixed. i think the main problem was that you had multiple meshes when you only needed one. so you had sims4studio_mesh_1, sims4studio_mesh_2, and sims4studio_mesh_3. all you need is the third one, then i imported it into a different package, using the base game sleep dress thing rather than the swimsuit you used. i also got rid of any spare shadow maps/specular maps. the uv_1 still has some issues and there are a few holes in the mesh that can be merged together and it'll be fine. anyway long story short the issue is fixed! this is what it looked like in my game :P here is the new package
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Post by mauvemorn on Oct 14, 2020 15:14:12 GMT -5
Hi. As Squasha said, the issue is caused by the choice of the item to clone. More context: the swimsuit you cloned is separated into 3 meshgroups to interact with tall boots. The first two meshgroups in the calf area with 0000 and 0001 cut numbers are tuned to disappear the moment you put on those boots. This is done through Region map. So what happens is that you import the blend file with one meshgroup that has cut number 0000, this meshgroup replaces the corresponding one ONLY while the other two stay. The moment you'll put on tall boots, the whole outfit will disappear leaving only those other two or one meshgroups The uv_1 map should not fit in the uv space. See how only one part of it fits in he square uv space? This is because deformation maps are made only for one half of the body and morphs are mirrored to the other. Also, there is no need to make it manually. You just need to re-transfer it from another dress that is of the same length or longer than yours using Data transfer modifier. Set the reference as a Source object and the rest like in the pic You should not use Decimate modifier, it ruins everything there is to ruin. The dress will morph and animate like cramped paper. And it's best do delete all parts of the body the garment covers that will not be visible. This way you will prevent clipping and free more space to put the garment's uvs. Dresses should be vertex painted with two colors 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
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Post by jlanz16 on Oct 17, 2020 13:01:10 GMT -5
hey! i think i have your issue fixed. i think the main problem was that you had multiple meshes when you only needed one. so you had sims4studio_mesh_1, sims4studio_mesh_2, and sims4studio_mesh_3. all you need is the third one, then i imported it into a different package, using the base game sleep dress thing rather than the swimsuit you used. i also got rid of any spare shadow maps/specular maps. the uv_1 still has some issues and there are a few holes in the mesh that can be merged together and it'll be fine. anyway long story short the issue is fixed! this is what it looked like in my game :P here is the new packageOh my! Thanks!!! But, I couldn't DL the mesh you've fixed :'( [EDIT] NVM, I tried other browser and it worked normally lol
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Post by jlanz16 on Oct 17, 2020 13:03:07 GMT -5
Hi. As Squasha said, the issue is caused by the choice of the item to clone. More context: the swimsuit you cloned is separated into 3 meshgroups to interact with tall boots. The first two meshgroups in the calf area with 0000 and 0001 cut numbers are tuned to disappear the moment you put on those boots. This is done through Region map. So what happens is that you import the blend file with one meshgroup that has cut number 0000, this meshgroup replaces the corresponding one ONLY while the other two stay. The moment you'll put on tall boots, the whole outfit will disappear leaving only those other two or one meshgroups The uv_1 map should not fit in the uv space. See how only one part of it fits in he square uv space? This is because deformation maps are made only for one half of the body and morphs are mirrored to the other. Also, there is no need to make it manually. You just need to re-transfer it from another dress that is of the same length or longer than yours using Data transfer modifier. Set the reference as a Source object and the rest like in the pic You should not use Decimate modifier, it ruins everything there is to ruin. The dress will morph and animate like cramped paper. And it's best do delete all parts of the body the garment covers that will not be visible. This way you will prevent clipping and free more space to put the garment's uvs. Dresses should be vertex painted with two colors 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 Thanks for the tip! Will keep that in mind
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Post by jlanz16 on Oct 17, 2020 14:18:23 GMT -5
Thanks for your help guys! I mean it :') And one more thing, I've seen gaps on my mesh I need to fix, can I fix it through Blender to make it look proper?
Again, thank you guys!
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Post by network on Oct 17, 2020 15:15:36 GMT -5
I'm not a CAS creator, so apologies if this doesn't apply here, but you should be able to select some vertices around the hole then press F to make a face there.
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Post by mauvemorn on Oct 17, 2020 17:02:55 GMT -5
Could you show the type of gaps you have? Do they appear in Blender? If no, then its either weights or vertex paint. Even if vertices share the same coordinates, they might get different weight values. To avoid it, you need to Remove double with Merge distance set to 0,0001 before or after weight transfer. You can split the mesh again afterward. If the gap happend in the place that is not split but where two different vertex color collide, then you need to smooth the transition with Paint - Smooth vertex colors
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