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Post by Fwecka (Lolabellesims) on Oct 7, 2021 1:34:31 GMT -5
As fwecka said, you do not need 2.7. Make sure your Blender path in s4s leads to 2.79. If blender was opened, close it and open again. Check if s4studio cas tools appeared. If yes, you can delete 2.7 There are two key differences in 2.7 and 2.76-2.79 that give people problems. When you click on Transfer weights in 2.7, all vertex groups and values are transferred, in 2.76-2.79 only the values of the active group. All you need to do is change that setting (it’s called Source layer..., change to By Name). However, changing a few more settings will give you a lot better results -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. Another difference is that in vertex paint the shading is not flat, so you can switch it to bounding box to sample the color Fwecka (Lolabellesims) this is not the reason we don't use 2.7, you missed my previous explanation[/quote] I saw your post once before, yeah, but it was definitely worth reading again. Clean removes weights that either have no effect on a vertex or a tiny effect? Limit Total, if set to four, just keeps four weights and I guess it prioritizes the highest value weights? Did I get that right? But, you're saying 2.7 didn't add weights with little to no effect? Why is using 2.7 a problem then? I'd really like to understand this better and if I'm teaching others the wrong then than that's not good!
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Post by mauvemorn on Oct 7, 2021 4:50:03 GMT -5
Fwecka (Lolabellesims) Weights transfer right in all versions of Blender. The difference is in the setting and how they are set by default. To transfer weights in 2.7, you just need to click on Transfer weights. That’s it, you’re done. No more steps. In newer versions, by default, when you click on Transfer weights, only the weights of the active (selected on the reference ) vertex group transfer. The other vertex groups appear in the list as well but their values are not transferred. So you need to change Active to By name. This way all weights will transfer. However, in newer versions each vertex will have all vertex groups in the list of vertex groups that affect it, even if the value is at 0. Why did they add this feature is beyond me, but you need to remove those 0 value vertex groups with Clean tool. Clean will remove all weights of the vertex groups that go below the specified value. By default it is 0, so it works fine with us. In newer versions you can also choose how the weights should be transferred( Nearest face interpolated). But when you change that option, a lot more vertices get affected by more than 4 vertex groups ( I mean properly, not 0 ones). So you need to forcefully remove them with Limit total. It will remove the ones with the smallest values. Why I always tell people not to use 2.7: Because they do not need two versions of blender. They were told to use two versions by someone who could not google how to transfer weights properly in newer versions before making a tutorial. That’s it. 2/3 people who cannot import the blend file in s4s are simply saving it in the version that has no s4studio cas tools. also, I recommend you to not explain these things to beginners. This means nothing to them yet, it will only make them more confused. Just say “you do not need to use 2.7, make sure blender path in s4s settings leads to 2.76+, restart blender, check if s4studio cas tools has appeared, here’s how to transfer weights in 2.76+, here’s how to vertex paint”
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Post by Fwecka (Lolabellesims) on Oct 7, 2021 5:52:22 GMT -5
Ah, dang it! I thought I had a better understanding of this, lol. I thought the whole thing was pretty simple and straightforward. Clearly, it's not. I think you're right, best not to try to explain weight transfer to a beginner--especially considering that my understanding is faulty anyway--and just say there's no need to use 2.7. Thank you so much for explaining this to me. I'm so glad you're willing to share what you know.
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Post by mauvemorn on Oct 7, 2021 6:53:33 GMT -5
Fwecka (Lolabellesims) It is straightforward, you should just try it yourself. The best way to understand why something should be done is to not do it and see what will happen. Download 2.7 and see for yourself. Then compare it to how things are done in newer versions. - In the newer version select the reference, select, say, pelvis vertex group; - shift-select your garment, just click on Transfer weight only; - switch to Edit mode, select any vertex, you’ll see million of vertex groups with 0 values; - then use Clean, back to Edit mode, select any vertex in the pelvic area, you’ll see that there’s nothing beside the pelvis vertex group. Select any vertex on the chest, there will be nothing at all. Only the weights of one, selected, vertex group transferred. Need to switch Active to By name.
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Post by Fwecka (Lolabellesims) on Oct 9, 2021 3:40:55 GMT -5
Fwecka (Lolabellesims) It is straightforward, you should just try it yourself. The best way to understand why something should be done is to not do it and see what will happen. Download 2.7 and see for yourself. Then compare it to how things are done in newer versions. - In the newer version select the reference, select, say, pelvis vertex group; - shift-select your garment, just click on Transfer weight only; - switch to Edit mode, select any vertex, you’ll see million of vertex groups with 0 values; - then use Clean, back to Edit mode, select any vertex in the pelvic area, you’ll see that there’s nothing beside the pelvis vertex group. Select any vertex on the chest, there will be nothing at all. Only the weights of one, selected, vertex group transferred. Need to switch Active to By name. It's never occurred to me to try this; I've never felt the need to select portions of a reference mesh to transfer weights from. Well, that's not entirely true. I had to redo the weights of the pants for the police uniform conversion as the mesh intersects in the thigh area and right leg weights were transferred to the left and vice versa. In that case, I separated each pant leg of the custom mesh and of the reference mesh and transferred weights one leg at a time. But, select individual vertices to transfer weights from without separating said individual vertices first? No, haven't done that. I really need to start watching more of the videos I've downloaded from CGCookie. Mostly, I'm learning from you, to be honest.
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Post by mauvemorn on Oct 9, 2021 4:37:15 GMT -5
Fwecka (Lolabellesims) No, you misunderstood. You are meant to select a vertex group in the list of vertex groups. Just click on its name. This will make it Active. Then you can transfer only the values of said vertex group To my knowledge, you cannot transfer weights from the selected region, at least not in compatible versions or without addons. I did not find anything when I was looking for it years ago. Transferring vertex group by vertex group with change nothing, too. You can simply remove the influence of vertex groups from the unwanted area Hi. This is a problem with weights. Select right trouser leg either in UV Editor ( with Keep UV and Edit mode mesh selection in sync ( 1 ) ) or in 3d view ( with Limit selection to visible off ( 2 ) ). Enable Show Weights ( 1 ), click on + and type in calf ( 2 ), choose b__L_Calf__ ( 3 ), click remove button ( 4 ) to clear selected area from that group. Repeat for b__L_Foot__ and b__L_Thigh__. Then press Ctrl I to inverse selection and repeat the same for b__R_Calf__, b__R_Foot__, b__R_Thigh__. Switch to Weight Paint mode and click Normalize all ( 1 ). If the areas where you removed vertex groups had weights from the right groups, they will be normalized automatically. If not, you can enable Face Selection masking for painting ( 2 ) and using Blur brush ( 3 ) just run ( 4 ) through these areas with the right groups selected ( 5 ). It should normalize itself if Auto Normalize is enabled.
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Post by Fwecka (Lolabellesims) on Oct 10, 2021 1:26:35 GMT -5
So, it's just enough to remove weights attached to an area that shouldn't be there? Because separating the legs before transferring weights did do the trick. Though, admittedly, your way is more efficient/involves fewer steps. This was how the legs looked before I redid the weights. And this is how it looked afterward (it needs some adjustments still). I'm confused, however. I got the idea of separated the legs based on your video, actually. Why separating the mesh the way you did in your video if removing unwanted weights is sufficient?
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Post by mauvemorn on Oct 10, 2021 5:41:16 GMT -5
There are 46 vertex groups on the arms. You would need to remove all of them from the torso. Then you'd need to remove all torso vertex groups from the arms. Then you'd need to smooth all vertex groups to make sure there are no blank spots, then normalize. Doing it that way is less troublesome and more efficient. On legs, there are only a few vertex groups, removing and editing them will take a few minutes.
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