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Post by superkrl on Sept 7, 2021 6:52:08 GMT -5
So I've been trying to make a dress with a split on the left leg. When in cas, I try the walking animation and the skirt part rips. I understand that it is a weights problem but I feel like I've read every tutorial and tried to transfer weights from a bunch of different ea meshes and nothing works. blenderpackage fileThis blend file has the weights from the Origami Dress from City Living. Please help!
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Post by mauvemorn on Sept 7, 2021 8:09:32 GMT -5
Hi. The denser the wireframe, the worse the mesh will move and animate because it received the data from a low poly mesh. But there's more: - the weight transfer process in 2.7 and newer versions differs. Right now the weights are transferred the wrong way - you only need inner geometry in places where it is visible. Anywhere else it does nothing but increases the polycount and loading time; - delete all areas of the body covered by clothing, everything that won't be visible should go; - do not use MD's automatic retopology, it only makes it worse. Either retopologize the mesh properly or use quads without lowering Particle distance too much - try to choose references that have as few sculpted details as possible, the uv transfer will look better - also, instead of importing the blend in the new scene, export the blend from the package, open it, import the obj there. The game does not like when there's no body parts under rig Try to fix what you have already, if won't work, you'll need to go back in MD and reduce the polycount ( do not use decimate!) - clone DressConcerto. It is tight in the thigh area where the cut on your dress is, so it should be rigged similarly to what nude legs are; - select the whole thing with A, Remove doubles with merge distance set to 0,0001. This will remove the inner geometry. Then go to Mesh - Normals - Recalculate outside; - do not add inner geometry just yet; - separate the dress from the body, re-transfer the weights and uvs from DressConcerto; - join back with the body, check how the mesh behaves in the game. If bad, try using smooth tool on the skirt area only; - Switch to Weight paint and enable Vertex selection masking for painting; - choose Smooth, choose All groups;
- you can spread the paint more by either adjusting Expand/Contract or Iterations; - if you'll make it work, delete more legs and add inner geometry
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Post by superkrl on Sept 8, 2021 18:09:51 GMT -5
Hey! So I've tried to do the steps you mentioned, now the legs just seem to go straight through the dress when the sim moves. BlendpackageHere are both the package file and the blend. It still has no inner geometry. Thank you for your fast reply!
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Post by mauvemorn on Sept 9, 2021 3:18:26 GMT -5
Did you use the same dress I mentioned as a reference? Did you set up the weight transfer tool the same way? This is how yours behaves and how it should after following the instructions As far as I can judge by the result, you transferred the weights with the default option instead of Nearest face interpolated and from a different mesh. If you did not, then the new weights did not transfer. Make sure both the reference and your garment are visible. Select the reference first, then Shift-select the garment. Also, delete all vertex groups from the dress before transferring them just so you know
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Post by superkrl on Sept 9, 2021 6:52:17 GMT -5
I've redone the process with the correct dress and correct weight transfer. It looks perfect in blender but there is still some clipping in game that I tried to fix manually but with no luck. Is there any other thing I can do or is it just impossible to fix? updated blendupdated packageThank you for your help!
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Post by mauvemorn on Sept 9, 2021 11:33:07 GMT -5
You need to delete as much of the legs as you can. These are two separate meshes that function differently but are close to each other. They morph and move differently, have different topology, they will clip no matter how you rig the dress.
1). These random distortions around the cut, my mesh does not have them and I did not edit the weights after transferring them. Judging by the random spots of paint in b__R_Thigh__ or b__L_Thigh__, you did, do not 2). The weights on the body are still wrong, remember? It'd be best if you were to replace it instead of cleaning because you should never re-transfer the weights to the body, it is already rigged to perfection and how those weights will be overwritten may not be the same
Also, I did not notice at first, but some of the uvs are stretched vertically. When you assign the rectangular ts4 texture to the uvs created in the square uv space of MD, they stretch vertically. You need to bring them to their original size before scaling or rotating with S Y 0.5. Do not scale uv islands independently either. There will be a difference in the texture quality because of it Another thing, do not switch between rest and pose positions, reset any modification that you made ( in Pose mode select everything with A, Pose - Clear Transform - All). Do not import a blend file with the modified position of the rig or missing body parts under it in the game, ts4 does not like it, it can result in problems
All of this, however, is not the main problem. I closed the hole at the bottom like people at Maxis do and it added more clipping, which will be a lot more problematic to fix. I suggest you to either remake the dress to be less dense and less tight or you will spend hours trying to fix that clipping
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