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Holes
Nov 12, 2020 9:57:36 GMT -5
Post by wafflesim98 on Nov 12, 2020 9:57:36 GMT -5
Why is this happening?I deleted the body part there and i transfered weights from something with sleeves.
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Post by mauvemorn on Nov 12, 2020 10:20:47 GMT -5
Hi. Please share the blend and package files. Most likely you cloned something made of multiple meshgroups but imported a blend with only one meshgroup
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Holes
Nov 12, 2020 12:28:37 GMT -5
Post by wafflesim98 on Nov 12, 2020 12:28:37 GMT -5
Hi. Please share the blend and package files. Most likely you cloned something made of multiple meshgroups but imported a blend with only one meshgroup I uploaded them here: www.mediafire.com/folder/sexeif85xw0fuvv,zogmkhue7jxw7z8/shared
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Holes
Nov 12, 2020 13:21:09 GMT -5
Post by mauvemorn on Nov 12, 2020 13:21:09 GMT -5
Umm, it tells me "Session Expired. Your session has expired. You will be logged out" and sends me to the main page. If you have google acc, drop them on the google disk and enable sharing for people with a link
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Holes
Nov 12, 2020 13:54:37 GMT -5
Post by wafflesim98 on Nov 12, 2020 13:54:37 GMT -5
Umm, it tells me "Session Expired. Your session has expired. You will be logged out" and sends me to the main page. If you have google acc, drop them on the google disk and enable sharing for people with a link Sorry for the trouble, usually it works. This seems a problem with everything i do lately, i tried making two more things and they all ghave hole like that. Am i doing a mistake repeatedly or should i reinstall the programs?
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Holes
Nov 12, 2020 17:18:22 GMT -5
Post by mauvemorn on Nov 12, 2020 17:18:22 GMT -5
You shared the same link, but yeah, pretty certain it's the choice of the item to clone. Most meshes are split into multiple meshgroups to tune each of them differently. The mesh you cloned is split to interact with tall boots or accessories. This is dictated in Region map. To tell s4s which meshgroup of the original it should replace with what 3d model in the blend file, we assign cut numbers to each. So, when you import the blend with one meshgroup that has cut number 0000, only that meshgroup is being replaced in s4s while the rest stay. You most likely is replacing a meshgroup in the calf area that is tuned to disappear when you put on tall boots. The rest of the meshgroups for the rest of the body stay. So what you are seeing are not holes, it is the body underneath poking out. There are other issues: 1). We need inner geometry only in places where is is visible. If you were to look at places where patters connect, you'd see that there is side geometry even there. This could be avoided if you remove doubles. There is no point in making side geometry so high poly; 2). Do not use Decimate modifier or create the garment in tris in MD. It looks like cramped paper. Use quads and just raise Particle distance; 3). Do not join the body with the garment until you make the later functional. The weights and uvs never transfer right in the finger area; 4). uvs generated in the square space will stretch vertically when rectangular textures are applied. You should bring them back to their original size with S Y 0.5 before arranging them; 5). be more careful when deleting parts of the body covered by clothing, those stray faces moght poke out; 6). your dress is affected by skirt bones, so make sure to clone something that is as well; 7). the skirt area should be vertex painted with 3fff00 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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Holes
Nov 13, 2020 16:51:10 GMT -5
Post by wafflesim98 on Nov 13, 2020 16:51:10 GMT -5
You shared the same link, but yeah, pretty certain it's the choice of the item to clone. Most meshes are split into multiple meshgroups to tune each of them differently. The mesh you cloned is split to interact with tall boots or accessories. This is dictated in Region map. To tell s4s which meshgroup of the original it should replace with what 3d model in the blend file, we assign cut numbers to each. So, when you import the blend with one meshgroup that has cut number 0000, only that meshgroup is being replaced in s4s while the rest stay. You most likely is replacing a meshgroup in the calf area that is tuned to disappear when you put on tall boots. The rest of the meshgroups for the rest of the body stay. So what you are seeing are not holes, it is the body underneath poking out. There are other issues: 1). We need inner geometry only in places where is is visible. If you were to look at places where patters connect, you'd see that there is side geometry even there. This could be avoided if you remove doubles. There is no point in making side geometry so high poly; 2). Do not use Decimate modifier or create the garment in tris in MD. It looks like cramped paper. Use quads and just raise Particle distance; 3). Do not join the body with the garment until you make the later functional. The weights and uvs never transfer right in the finger area; 4). uvs generated in the square space will stretch vertically when rectangular textures are applied. You should bring them back to their original size with S Y 0.5 before arranging them; 5). be more careful when deleting parts of the body covered by clothing, those stray faces moght poke out; 6). your dress is affected by skirt bones, so make sure to clone something that is as well; 7). the skirt area should be vertex painted with 3fff00 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 Hi! Now my mesh doesn t have holes anymore but this happens i.imgur.com/1d1bXis.png . what is it? And thanks a lot for all your help
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Holes
Nov 13, 2020 17:55:03 GMT -5
Post by mauvemorn on Nov 13, 2020 17:55:03 GMT -5
The uvs for clothing overlap with uvs for the body
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Holes
Nov 14, 2020 11:37:57 GMT -5
Post by wafflesim98 on Nov 14, 2020 11:37:57 GMT -5
The uvs for clothing overlap with uvs for the body Sorry to bother you again but i want to ask what dress should i clone so this straps on the dress look ok? i.imgur.com/B6HifaA.png this is the dress, i tried with this :https://i.imgur.com/ZnsYkBW.png thanks <3
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Holes
Nov 14, 2020 12:41:13 GMT -5
Post by mauvemorn on Nov 14, 2020 12:41:13 GMT -5
The logic behind choosing a reference for weight and uv transfer is the following: all areas of your garment must get the right data. For example, no matter what type of straps, sleeves, cleavage, etc your top has, if it does not go above the neck line or below the waist line, you should transfer the uvs from the nude top you can find under the rig. If it goes above the neck line or below the waist line, you need to add the area that is missing. Simply duplicate the top and the bottom/head, join them, remove doubles in the place where they are connected. When it comes to bottoms, there is a difference between how pants and skirts are rigged and uv unwrapped in the uv_1. Skirts are also rigged differently depending on the length. If the garment has a skirt-like bottom, you must transfer the uvs from something with a skirt-like bottom of the same length. Can be a bit longer but not shorter. In your case you should pay attention to the length of the skirt only. Clone DressPanels, it should be fine. If you will transfer weights and uvs with Nearest face interpolated, it'd be ok
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