CK
Member
Known Batuu Enthusiast
Posts: 33
|
Post by CK on Sept 12, 2021 16:30:27 GMT -5
Link to the latest blend fileAlright. I downloaded Blender 2.78. Basically appended everything into a new file. Shifted the pose of the rig to fit the garment. Transferred weights and vertex paints. And I still ended up with this: I'm so confused as to what I'm doing wrong.
|
|
|
Post by Fwecka (Lolabellesims) on Sept 12, 2021 22:57:20 GMT -5
How many of the steps I wrote were you successful with? In other words, at what step are you seeing the problem you are currently seeing?
I'd like to know at what point in the video you're ran into trouble, but more importantly, I want to know at what point in the steps I detailed you ran into trouble. My instructions veer a bit from the video so if you can tell me how many of my steps you were successful with and what step messed you up it will help me understand what is happening. We need to be on the same page, in other words.
|
|
CK
Member
Known Batuu Enthusiast
Posts: 33
|
Post by CK on Sept 12, 2021 23:26:50 GMT -5
How many of the steps I wrote were you successful with? In other words, at what step are you seeing the problem you are currently seeing? I'd like to know at what point in the video you're ran into trouble, but more importantly, I want to know at what point in the steps I detailed you ran into trouble. My instructions veer a bit from the video so if you can tell me how many of my steps you were successful with and what step messed you up it will help me understand what is happening. We need to be on the same page, in other words. I run into this problem as soon as I assign the armature modifier to the garment (so, step 24 of your write up).
Has anyone downloaded the file I uploaded and tried to do the same? Or is this just an issue on my end? I'm starting to wonder if the object somehow still retains data from the game it was ripped from.
|
|
|
Post by Fwecka (Lolabellesims) on Sept 13, 2021 0:28:35 GMT -5
No, I just took your file and started with step one. Just finished it and it worked out fine. If you're online right now, I'll walk you through it. And will you share your package file and the diffuse texture? It'll make it easier for me to help you.
|
|
CK
Member
Known Batuu Enthusiast
Posts: 33
|
Post by CK on Sept 13, 2021 1:22:04 GMT -5
No, I just took your file and started with step one. Just finished it and it worked out fine. If you're online right now, I'll walk you through it. And will you share your package file and the diffuse texture? It'll make it easier for me to help you. Heck, I just seemed to miss you. I would love to be walked through this, because I'm clearly not doing this right and I really want to do the thing. I'm about to go to bed right now (I'm in MDT/UTC−06:00), but I'll be around all day tomorrow. Just send me a PM and I'll hopefully then get the corresponding email.
|
|
|
Post by Fwecka (Lolabellesims) on Sept 13, 2021 1:25:59 GMT -5
I'll post instructions and screenshots so you don't have to stick around if you don't want to.
|
|
CK
Member
Known Batuu Enthusiast
Posts: 33
|
Post by CK on Sept 13, 2021 1:27:06 GMT -5
I'll post instructions and screenshots so you don't have to stick around if you don't want to.
Sounds like a plan. Hopefully I'll be able to wrap my brain?? around this?? I have no idea why I'm struggling so much with this.
|
|
|
Post by Fwecka (Lolabellesims) on Sept 13, 2021 3:17:25 GMT -5
ck I posted this whole thing but Mauvemorn made some corrections and I decided to delete my post and rewrite everything to reflect her (very efficient) way of doing things. I'll be back online about 6:00 or 7:00 PM Mountain Standard Time. I'm writing the instructions as I go along so you'll have to be patient. Sorry. I know how frustrating all of this can be.
|
|
|
Post by mauvemorn on Sept 13, 2021 5:33:08 GMT -5
Fwecka (Lolabellesims) you're missing an imported step. The armature must be applied before weight transfer There’s a way of deleting all vertex groups at the same time btw It would be a better idea to append the reference into your current scene. Then, when your garment is rigged and in the right pose, you can append it into the freshly exported blend. This way the rig that will be imported in s4s will stay untouched You need to apply the armature to the reference after its position is changed to fit the garment, otherwise the data will transfer from the rest pose. Here's a video. - Instead of replacing the reference, I removed the head and unused vertex groups. You can simply replace it; - After you finish aligning the garment to the body, apply the armature modifier and save the blend; - Clone Noctis outfit, export the blend, open it, append the garment from your original blend; - Unfold rig, make top selectable and visible, duplicate it. Select the duplicated version and delete all parts of it that are covered by the garment; - In object mode select top.001, then your garment, join them with Ctrl J ( in this order!), save, import in the Nocts package
|
|
|
Post by Fwecka (Lolabellesims) on Sept 13, 2021 6:29:28 GMT -5
Fwecka (Lolabellesims) you're missing an imported step. The armature must be applied before weight transfer There’s a way of deleting all vertex groups at the same time btw It would be a better idea to append the reference into your current scene. Then, when your garment is rigged and in the right pose, you can append it into the freshly exported blend. This way the rig that will be imported in s4s will stay untouched You need to apply the armature to the reference after its position is changed to fit the garment, otherwise the data will transfer from the rest pose. Here's a video. - Instead of replacing the reference, I removed the head and unused vertex groups. You can simply replace it; - After you finish aligning the garment to the body, apply the armature modifier and save the blend; - Clone Noctis outfit, export the blend, open it, append the garment from your original blend; - Unfold rig, make top selectable and visible, duplicate it. Select the duplicated version and delete all parts of it that are covered by the garment; - In object mode select top.001, then your garment, join them with Ctrl J ( in this order!), save, import in the Nocts package I'm editing my response because I had responded before watching the video. Some of the questions I had were answered by the video, so thank you for that. I really do appreciate your help! I'm not clear on something. In the video, at what point in the process are you starting from? Are you starting with the file the OP shared and then doing everything you did in the video? Because the file the OP shared does not have the rig in the position your video shows. I'm just not clear on what steps were completed before you did what your video is showing. I hope I'm making sense. I also don't know what you mean by "Instead of replacing the reference" and "You can simply replace it." Could you elaborate? I'm sorry to be so dense but sometimes it's hard to understand what someone means through text.
|
|
|
Post by mauvemorn on Sept 13, 2021 7:48:00 GMT -5
There is a full-body outfit called Noctis which I mentioned in the previous post. It comes with feet and is made of 1 meshgroup, so it’s perfect for this. You want to clone it, export its blend, open it, and append the garment (already in the right pose, rigged, with uv_1, vertex paint) from the original blend. You do it this way to make sure the rig in the blend you’ll import in s4s is untouched.
The armature modifier should be applied to the reference right after you pose it so that it matched the garment. Otherwise the data will be transferred from the original pose.
|
|
CK
Member
Known Batuu Enthusiast
Posts: 33
|
Post by CK on Sept 13, 2021 16:26:38 GMT -5
I'd first like to thank you both for being so patient with me. I really, really appreciate it. Like, you have no idea how much I appreciate it. So, I followed the video mauvemorn provided, and after many repetitions with no success I also decided to record my own video in hopes you guys can see what I'm doing wrong. Here is my video.
|
|
|
Post by mauvemorn on Sept 13, 2021 16:46:07 GMT -5
For the garment to move with the rig, you need to choose the rig in the drop down menu of the armature modifier. Do it before moving the rig. Also, when transferring uvs, you did not click on UVs button, it must become blue. Otherwise the uvs won’t transfer
|
|
|
Post by Fwecka (Lolabellesims) on Sept 13, 2021 19:47:43 GMT -5
mauvemorn Just to be sure I understand. *Open the garment blend *Delete everything in the scene except the garment *"Delete All Groups" *Append the swimsuit and all parts of its rig -- the weird thing here is that the rig's body parts do not get appended unless I deliberately select them. So, why append the head parts, too, if I'm just going to delete the head parts along with their weights? *Join the body parts in the rig *Select the joined body parts, edit mode *Enable Keep UV and Edit Mode Mesh Selection in Sync *Select head parts in UV editor then delete them *Remove Unused Vertex Groups *Select the rig and go into pose mode *Move rig to match the garment *Select rig's joined body part *Apply the geom_skin modifier Once all of the above has been done, is it at that point that I should transfer weights and the uv_1?
|
|
|
Post by mauvemorn on Sept 13, 2021 19:58:52 GMT -5
1). There is no need to delete everything. You can re-use what’s in the scene. 2). You need to select body parts to append them, they are just parented to the rig, this will not get them appended automatically. 3). No… why would you need to join the head if you are going to delete it anyway. The whole point of replacing the reference is to delete the head and remove the bones from that region. 4). The rig is already in the right position in the file that the op shared 5). Yes, you transfer weights and uvs after the reference’s pose is changed permanently
|
|