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Post by maysim on Jun 28, 2021 3:37:43 GMT -5
hello guys, hope ur have a good day. i know all of people out here is busy, but i will be glad if someone will take time to answer, but its all fine if not. so yeah here is my concern just wanna ask, is SMOOTHING WEIGHTS in UV's (in blender v2.79) is effective in fixing weights. (I saw tutorials in making MESH in secondlife and its effective, its helpful) I try to use it in SIMS, it was okay in BLENDER, it was going through according to the ways I want it to be smooth, but when I put it in S4S and play it in SIMS, it go back to the DEFAULT WEIGHT. i want to insert the screenshot, but i CANT for reference of the SMOOTH WEIGTHS any ANSWERS will be a VERY good HELP, thankssssss
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Post by maysim on Jun 28, 2021 10:48:30 GMT -5
hey there, wanna see if there's gonna be a reply here. thankieeee
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Post by mauvemorn on Jun 28, 2021 12:39:25 GMT -5
Hi. Uvs and weights are two completely unrelated concepts. Uvs are the 2d representation of a 3d model used to project textures on its surface. Weights define how much each bone of the skeleton will affect the mesh. Smoothing weights on the whole mesh is not a good idea. First, there are places on the mesh where the paint should end sharply ( armpits, for example). If you will smooth the weights in that area, bones from the torso will start affecting arms, and vise versa, the mesh will animate wrong. Second, the paint will spread too far, you don't want breast bones to affect the whole chest, right? Third, each vertex of the mesh can be affected by no more than 4 vertex groups. When there's more, s4s deletes extra ones, in random order, which will mess up how the mesh animates.
You can smooth vertex groups individually or in a specific region, by do not do that for the whole thing
Instead of fixing the result of the weight transfer, you need to put thoughts in how your mesh is made ( topology, if its too dense, there's nothing you can do to make it animate or morph right), what reference to choose (the closest in length and the type of bottom ( skirt/pants), and how to set up the weight transfer menu - make sure both the reference and your garment are visible and selectable; - select the reference, shift-select the garment, in weight paint mode click on Transfer weights, set it like in the pic, then choose Clean with All groups and Limit total.
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Post by maysim on Jun 29, 2021 20:44:22 GMT -5
thank you sooo much for this answer. This will be very helpful, can i ask once more, but can I ask how to put image or screenshot so I can define more what I am saying, thanks
by the way, ur answer is ver detailed thanks again
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Post by mauvemorn on Jun 30, 2021 3:24:59 GMT -5
1). Upload the pic in an image sharing website ( for example, imgur); 2). Right-click on the image and choose something like "Copy the link to the image" ( you need a direct link like https:// i.imgur.com/blabla .jpg, not imgur.com/a/4N1hNcw ); 3). on top of the post editor here where you can change the font, the color, etc, you can see an icon with a picture on it ( a field, blue sky), click on it, paste the link
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Post by maysim on Jul 1, 2021 3:32:24 GMT -5
--------------------------------------------------------------------------------- ) thanks, for uploading the picture instruction,.
just another question by the way, is this kind of WEIGHT SMOOTHING is okay with SIMS. thanks.
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Post by mauvemorn on Jul 1, 2021 7:56:40 GMT -5
The author of the tutorial is adapting a very high poly 3d model for the game that can handle it. No maxis mesh, no matter how complex, has more than 10k tris. The game is made with this fact (no high poly content) in mind. If your mesh does not morph or animate right despite the fact that you transferred data with Nearest face interpolated, then you should not be getting it in the game in the first place, it is too high poly. If you are making the content for yourself and have a strong computer, you can even get a 60k mesh in the game, but it will put a strain on your graphic card and increase the loading time of the game. If you will share it with other people, it can straight-up crush their game.
My point is, you can use the smooth tool but you should not be in a situation where there would be a need for it. If your mesh is of the reasonable polycount, it will morph and animate right without editing any of that data
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Post by maysim on Jul 1, 2021 9:43:06 GMT -5
thanks sooo much,
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Post by maysim on Jul 1, 2021 9:43:20 GMT -5
problem solved
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