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Post by charredsky on May 4, 2021 1:00:14 GMT -5
Hi all, I am trying to make a dress for the first time, and I'm running into the obstacle of multiple mesh groups. I read OrangeMittens' post on Cut Numbers here, but I have a few questions that, after searching google for an hour, haven't found any answers to. Hopefully you guys can help me understand: 1. I have seen a mini tutorial floating around Tumblr that says the best way to deal with multiple mesh groups is to merge them all into one. Is this actually a good idea? I was skeptical about it, especially for dresses that might interact with boots. 2. Should my mesh be split into the 4 corresponding mesh groups before or after doing the data transfer? I got a bit confused trying to do the data transfer with my mesh still whole, because when selecting the reference and my mesh together, I didn't know which EA mesh group to select. 3. How do I split my mesh into separate mesh groups? 4. If I split my mesh into mesh groups after I've already baked my UV, normal, and shadow maps, will I have to redo them? Thank you in advance!
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Post by mauvemorn on May 4, 2021 6:10:58 GMT -5
Hi. 1). Meshgroups exist for a reason which is to tune separate areas of the item differently. If, for example, you make pants out of 1 meshgroup, they will clip into tall boots instead of tucking into them (oh hiding them). Lenses will have no transparency, collars and sleeves will clip into accessories, etc; 2). You should join a reference into one, transfer weights and uvs from it to your garment made of 1 meshgroup, finish adapting, check how it works in- game, then split it into meshgroups; 3). Select the same area of the mesh as the corresponding meshgroup of the reference, press P, choose selection; 4). No
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Post by charredsky on May 4, 2021 23:08:24 GMT -5
Yay thank you so much! Joining the mesh groups just for the sake of data transfer and weight painting makes so much sense, duh!
Everything is working perfectly now!
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Post by Feyona on May 5, 2021 4:19:42 GMT -5
Just wanted to add a side note about mesh groups. They are very handy because each group carries information about specific slot rays. Slot rays are sort of placeholders that say the game how far should sim extend the hands away from the body for example. So when you make dresses don't switch cut numbers between 2 parts because calf groups don't have the same slot rays as hip area.
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