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Post by nickytan on Dec 6, 2021 14:48:48 GMT -5
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Post by mauvemorn on Dec 6, 2021 15:02:24 GMT -5
Hi. You need to give us access to the file
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Post by nickytan on Dec 6, 2021 23:25:22 GMT -5
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Post by nickytan on Dec 7, 2021 14:13:35 GMT -5
Is the folder can be seen? anyone?
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Post by nickytan on Dec 7, 2021 21:53:35 GMT -5
Can anyone please help?
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Post by mauvemorn on Dec 8, 2021 8:14:17 GMT -5
My apologies for the wait, lost the thread among others. There is a difference in the weight transfer settings and process in 2.7 and newer versions. You transferred the weights in the newer version in a way it is meant to be done in 2.7 You need to re-transfer the weights like this - make sure the garment and the reference are both visible and selectable; - select the garment, Shift-select the reference; - switch to Weights paint mode and choose Transfer weights. Change the underlined settings to the right ones; - choose Clean and select All groups; - choose Limit total.
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Post by nickytan on Dec 9, 2021 10:17:28 GMT -5
Thank you so much I finally fixed all the problems.
Btw I would like to know why choose "Nearest Face Interpolated" in weight transfer? and also why "choose Limit total"?
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Post by mauvemorn on Dec 9, 2021 12:03:52 GMT -5
Choosing nearest face interpolated is an optional step when it comes to transferring weights (but necessary when it comes to transferring uvs or the mesh will morph too badly). If your mesh is of similar (or so) wireframe density as a maxis mesh you’re using as a reference, there will be no noticeable difference in how it moves (or morphs in the chest area) in-game if you will transfer the weights with the default option. If it is a lot denser than a maxis mesh, the weight paint will look rough and the mesh will move badly, which will be especially noticeable in the breast area on the feminine frame. Since most people make clothing that is denser than maxis meshes, I’ve decided to give everyone these settings without explaining the difference.
As for Limit total, when you use Nearest face interpolated, some vertices get affected by more vertex groups than the game allows there to be per vertex, so s4s deletes extra ones so that only 4 remain per vertex. S4s does it in a random order while Limit total removes the ones that affect the vertex the least, so it best to do it yourself.
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