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Post by Arista on Apr 24, 2021 13:54:47 GMT -5
I'm always running into problems with weights it seems! I'm working on an outfit and I've run into some trouble with the weights around the shoulder, as in the picture below. It looks pretty awful in-game. I'm not very good at weight painting, I just transferred the weights from another outfit. I tried to paint it myself but I can't get it right, if it's even possible to get right. I don't understand how to change color in blender and there are so many layers(chest, right shoulder, etc) that affects this particular area. With that failure, I tried transferring the weights from one of sentate's outfits, but that didn't work either. I realize that the outfits are quite different but it's the same idea - with the winged sleeve/wraparound. Any help is appreciated! Files: www.simfileshare.net/download/2467638/
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Post by mauvemorn on Apr 24, 2021 14:24:01 GMT -5
Hi. Those outfits are made differently. In the reference, the sleeves end when they meet the body. They do not cover the breasts. In your case, there is geometry between the beasts the shoulders. The sleeves are affected by completely different bones than the chest, meaning there will be no smooth transition during sharp movements. An outfit like yours should be made with arms down and have very strategically placed edge loops. Then you would need to manually paint the weights in that area and check 65576 how it will animate. Even if you will succeed, there will still be distortions during some movements. That is the reason why there are no outfits like this among maxis creations. This tutorial will give you an idea of how to try fixing what you already have
Also, only heads have uv_2. The garment's uvs should go in the space where uvs of covered body parts were deleted. Watch this tutorial to know how to re-bake them. The garment should be vertex painted with 00ff00 and 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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Post by Arista on Apr 24, 2021 15:54:01 GMT -5
Thank you so much for the answer! I'm going to fiddle with it for a while and see if I can fix it. I just started to "re-sculpt" the mesh around the chest with the arms down like you said. Perhaps it's a dumb question, but I tried to simply transfer the weights again and the arms just went inside the body. I don't know how to explain it properly, English isn't my main language, sorry! So the left part of the image is before I transferred the weights and the right side is what happens when I do. Again, it's hard for me to explain, but can I somehow add the weights from another outfit and have the wraparound stay like the left side of the image?
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Post by mauvemorn on Apr 24, 2021 16:04:54 GMT -5
When you lower arms and transfer weights, the data transfers as if the reference is still in the default T pose. There are 5566 hoops to jump to transfer them properly, so in your case, a better idea would be to just weight paint manually without sculping or anything like that. Just lower the arms and edit breast, spine, shoulder, and upperarm bones. Start from breast bones
Edit: I tried and nope, you won't be able to do it by editing weights, need to edit topology. See the difference?
- enable Display modifier in Edit mode and Adjust edit cage to modifier results;
- lower the arm; - in Edit mode select all area that "crumpled" and delete it, then use Alt M to remove the gap; - adjusting weights will be easier now; - do not forget to edit the uvs
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Post by Arista on Apr 28, 2021 16:31:27 GMT -5
I'm really sorry, I know I'm a little dumb but I don't understand what I'm supposed to do. "- enable Display modifier in Edit mode and Adjust edit cage to modifier results;" is confusing me a bit, haha. Also, the area that is "crumpled", you mean the area where the armpit is? Or in front of the armpit, rather
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Post by mauvemorn on Apr 28, 2021 16:59:46 GMT -5
See the camera icon, the eye icon, and those other two that follow them? Those other two are not enabled by default, you need to click on them
Yes, when you lower the arm, what is in front of the armpit starts to “crumple” . You want to remove that whole area and make a new one
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Post by Arista on May 4, 2021 15:35:19 GMT -5
I really can't figure this out at all. It just doesn't work for me. Is there any chance you could help me with it?
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Post by mauvemorn on May 4, 2021 19:20:00 GMT -5
After three hours of trying, i gave up at this ( blend and package ), this is about as good as i can make it. Check in CAS first and, if you want, try to edit it more, but again, it is best to never deal with outfits like this at all
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Post by Arista on May 5, 2021 10:52:09 GMT -5
Yeah, I've definitely learned my lesson and won't be doing outfits like this again, hah. Thank you so much for helping, I'll take a look at it soon!
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Post by Arista on May 5, 2021 17:59:35 GMT -5
I've looked at it and I think it's kinda nice! Much better than I could do it. Now I need to find a tutorial for adding morphs. Also, you said that there was a way to have the arms be further from the body, right?
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Post by mauvemorn on May 5, 2021 18:43:01 GMT -5
What do you mean by tutorial for morphs? For the garment? Or do you mean using morph maker? Yes, but you would need different software for it, s4 cas tools. There is a feature to adjust arm position. I do not know how to use it but there should be tutorials
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Post by Arista on May 6, 2021 10:30:15 GMT -5
Oh, I mean a tutorial for adding morphs to the outfit, so it works for all(or most) body-types.
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Post by mauvemorn on May 6, 2021 11:14:10 GMT -5
If by body types you mean body weight, then the garment already morphs. If you mean masculine and feminine, then you just need to disable “restrict opposite frame” in the Categories tab. If you want it to be worn by children, there are tutorial on youtube (google not “morphs” but “convert adult to child”) but it is a lot more time-consuming than it seems
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Post by Fwecka (Lolabellesims) on May 6, 2021 19:12:57 GMT -5
Lithops, by "morphs" you're talking about thin, fat, fit, and pregnant morphs, right? That's how it was done in Sims 3 but for Sims 4 it's the UV_1 that handles morphing.
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