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Post by epiphanyjournee on Oct 13, 2021 1:57:40 GMT -5
Ive never posted here before so I'm sorry if this is formatted wrong! I've been trying for years to mesh edit in sims 4 but every time I do the mesh looks perfect in blender and awful in cas. Its stretched out, clipping, and moving all over the place. I figured out recently its probably the weights but no matter how much weight transferring I try my mesh wont stop moving weirdly and stretching. Here's how it looks in blender Here's multiple attempts at fixing it I uploaded it to google drive if anyone wants to take a look drive.google.com/file/d/1BacVOBxTaixuKxKDqyHrbpfO6UQXjDpp/view?usp=sharing
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Post by Fwecka (Lolabellesims) on Oct 13, 2021 2:58:27 GMT -5
I'd say it is indeed the weights. The weights on your skirt include bones for the upper body although your mesh doesn't involve the upper body and you've got, for instance, calf weights assigned to the thigh. Weird things like that. I'd clone something like the circle skirt instead of the maxi skirt for your package and transfer the weights from that. You may be able to use the maxi skirt but the skirt bones weight painting isn't the same as the skirt bones weight painting for the circle skirt, which makes me think the maxi skirt isn't the best choice for you. Export the mesh from the circle skirt, open it in Blender and join all of its mesh groups (shift-select meshes, Ctrl + J). Append your mesh (file > append > navigate to your mesh and select it > object > shift-select the two mesh groups > append from library) then join the mesh groups for your mesh, too. Delete all of the vertex groups from your mesh. This screenshot is for something else but it shows where Delete All Groups is located. In object mode for your mesh and the EA mesh, hold shift and select the EA mesh first then your mesh. Weight paint mode. 1) Transfer weights. 2) Clean. 3) Limit total. This ensures that no more than four weights are assigned to each vertex. Make sure your settings match what's shown in the screenshot. After transferring weights delete the joined EA mesh and append the EA mesh again. Separate your mesh into three mesh groups in the same location the EA mesh has been separated. Assign the cut numbers so they match the EA mesh's cut numbers, then delete the EA mesh groups. You may need to split your edges again. I think your vertex paint is okay. And your uv_0 and uv_1 seem to be fine, too. I am wondering, however, about how high the skirt is on the waist. Are you able to pair tops with the skirt and if so do any of the tops pick up the skirt's texture?
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Post by mauvemorn on Oct 13, 2021 12:17:30 GMT -5
Hi. You should find a comprehensive frankenmeshing tutorial where the author explains what they are doing because this is not the right way of doing things.
1). Your skirt covers a portion of the upper body. To make sure that area of the skirt morphs and animates just like that area of the upper body underneath, it must receive the data from that area. There is no maxis skirt that goes above the navel for a reason that I'll explain in a second, so you'd need to transfer the data from the full body and remove unused vertex groups. Now, the reason there are no such maxis items is because the top part of any maxis skirt or pants is skin-tight and texture-based, it is not sculpted like yours. This is what ensures the bottoms does not clip into tops. 2). There is something very strange going on with the weights. I think you transferred the data from the wrong meshgroup. 3). There is the right side of the body and the left side that need to move and morph individually. When you mirror a 3d model in 3d space, its uvs and weights are not mirrored. If you were to look at your uv_1, you'd see that both sides of the body are unwrapped where the right side should be; 4). Some skirts are made of 3-4 meshgroups to properly interact with tall boots. They are split in strategic places. What you will import in such package must be made the same way. Your blend has 2 and is split in a very different way that makes no sense in the context of ts4.
I am not sure what exactly do you want your end result to be, but you should try to find a better tutorial first and then any maxis item that resembles what you want to make to study it. If you want the skirt to go above the navel, you need to edit the texture, not the mesh. If you want to shorten the skirt, you need to re-do its weights and uv_1. If you're going to mirror something, do it before re-doing the weights and uv_1. When choosing the reference, choose something of the same type (skirt/pants) and of the same length as your garment
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