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Post by willowcreekroyals on Jul 27, 2021 14:17:08 GMT -5
Hello! I have the issue with the finger stretching, but I have no idea how to fix it. I'm doing a frankenmeshing
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Post by Fwecka (Lolabellesims) on Jul 28, 2021 23:29:28 GMT -5
Whenever you see body parts zooming off into space like that it's a weight assignment issue. I'll look at your file and get back to you in a few minutes. Edit: it looks you have two mesh groups that contain almost the entire dress. I'm referring to s4studio_mesh_3 and s4studio_mesh_4. Take a look at the dress you cloned for your final package. It'll be separated into parts and your mesh needs to be separated in the exact same way. I think what's happening, at least in part, is that you have, for instance, four hands in your mesh instead of two and the game is confused by this. Your weight assignment might be an issue, too. Did you use Blender 2.7? My understanding is that 2.7 tends to transfer weights that your mesh does not need. Seems each vertex can only have four weights assigned and if there are more than four attached to any vertex Studio will randomly remove weights and screw everything up. The key is to use a version of Blender higher than 2.7 to transfer weights (the highest versions will not work with Studio) and after you transfer the weights, you have "clean" the mesh of extra, unneeded weights. Blender will do this in a smart way; Studio will eff it up, as I just explained. Don't leave it up to Studio to deal with extra weights. Mauvemorn provided images on transferring the weights and then cleaning the mesh of extra weights here and here. You can also take a look at this page.
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Post by Fwecka (Lolabellesims) on Jul 29, 2021 0:21:34 GMT -5
If it helps, I use Blender 2.78 and Studio will work with it, no problem. Blender 2.78 also has the cleaning option. And because images always help, I took the mesh of the dress you're using for your final package into Blender and colored each separate part so you can see how your mesh should be separated. Each part will have a different cut number.
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Post by mauvemorn on Jul 29, 2021 2:13:58 GMT -5
Strange, I though I answered this message right after I made this thread 🤨 Anyway, the problem is not exactly with the weights but with your choice of the mesh to clone. Export the mesh from the package that you shared, you’ll see that there is more than one meshgroup. If you will hide them and unhide one at a time, you will see that two last ones overlap.
Basically, you imported a blend with one meshgroup in a package file with 4. Only one of them was replaced while the rest stayed.
- open your original blend file, change cut number to 0000; - clone DressPanels and import the blend there; - notice that DressPanels has 2 meshgroups in LOD1
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Post by mauvemorn on Jul 29, 2021 2:21:56 GMT -5
“ Did you use Blender 2.7? My understanding is that 2.7 tends to transfer weights that your mesh does not need.” It’s the other way around, 2.7 does not transfer all vertex groups to all vertices. It’s the newer versions that do, which is why we use Clean tool and Limit total after that. Weights alone do not cause such extreme distortions. There is no need to edit them. It’s the slotrayinteractions. For example, you replace a meshgroup in the calf area with an entire body. The body comes with bones from the hand and thigh area that have to contain some data in slotrayinteractions. That calf meshgroup did not have that initially, so the mesh is acting up. Whatever you import should correspond to whatever you cloned
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