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Post by isaya2 on Jul 13, 2022 13:56:38 GMT -5
Hello. I have a question again. I made my mesh, put it into the game. Finished UV. But. When breasts are enlarged, they only move (enlarge) along the Y axis, so a Sim with relatively large breasts just looks unnatural. The same problem on the chest from Allure and Eve. Is it curable? Is it possible to enlarge the chest proportionally along X and Y via CAS sliders?
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Post by mauvemorn on Jul 14, 2022 0:29:45 GMT -5
Hi. Share your package or links to the ones you mentioned please
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Post by isaya2 on Jul 17, 2022 17:21:43 GMT -5
www.simfileshare.net/download/3303603/www.simfileshare.net/download/3303602/I haven't made my own packs yet, just replaced the top and bottom mesh in Eve. Look like a pro, please. There may be some bugs that I didn't notice. Please explain how UV1 works. If I understand correctly, this is a separate UV, which has nothing to do with uv0 at all. For the sake of interest, I aligned half of UV1, left the other half (just aligned the island, moving the vertices relative to the seams). I didn't see any difference in the game... If I understand correctly, there is a direct relationship between the increase in a certain part of the body (buttocks, abdomen, hips, legs, chest, etc.) and certain groups of vertices (pelvis, spine0, spine1, tights, CAS_breast). So, the weight map for l and r breast determines how the breast will grow (the smaller the influence of the group of vertices, the smaller the change). Then what is the role of UV1? Again, it is not clear where the sliders are located. It happened by chance that I compressed half of the uv1 by x by 50% and packed it into the game in this form. Almost all the sliders for the body moved out ... The ligaments were wild - biceps and stomach, lower arm and thigh, etc. I tried vertex painting. The result is depressing (the first run did not work, not everything is so simple). I will sort this out. It's tempting to make a big, square sim (something like building out of rectangular blocks) and color it in HSV. If there are 256 shades in the palette, what do saturation and brightness affect?
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Post by mauvemorn on Jul 19, 2022 15:38:49 GMT -5
I don't see anything wrong with the mesh. One thing i would do differently, though, would be uv_0. See how distorted underwear's texture looks? The same would happen with tattoos, skins, overlays, etc, so it would be best to make sure maxis textures are projected as intended As for the breast area in the last pic, the uvs just do not align with the skin texture. You should assign that skin texture as the background in the uv editor and adjust the uvs
Here's the explanation I gave to someone about how morphing worksA nude body should be painted with 00ff00 only. Breast bones are the only vertex groups on the body that affect how the mesh morphs, so you do not need to worry about anything else. You can preview that to an extent this way, then you can edit the weight paint to your liking You can preview how breast bones affect the chest like this: - unfold rig and find them in the list, make them visible and selectable(eye and cursor icons); - in 3d view select one, press S and type 1.5. Do the same for the other. - in weight paint mode, select the first breast vertex group. using Subtract or Blur brushes, remove any distortions. Then you can lock it. Do the same for the other one; - once done, select the rig, in pose mode select everything with A, Pose - Clear transform - All;
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Post by isaya2 on Jul 19, 2022 15:47:47 GMT -5
Thanks for the answer.
I tried this when I was aligning the sides and belly on the mesh. Before the 1.5 times increase, I did not guess, I increased spine0 by eye. By the way, regarding the alignment of loops during stretching (deformation), lighten and darken also work well, they allow you to remove (correct) unnecessary geometry.
The "poo" underwear, as well as the problem with the chest, turned out to be as much a problem of the uv0 itself, as it was a problem of the incorrect overlay of the sim, to which I aligned the uv0. Can you tell me, please, is there a link somewhere to mannequin.png, which is used as a standard skin? I can pull it out with the mesh from S4S, but I can't save it separately to use in the UV editor.
Based on the previous post, I was interested in the following question. Is it possible to paint (vertex painting) the Sim's body in such a way that when the sliders are exposed, not the volume of the body changes, but only some loops and edges? If I understand correctly, in this case the color of the vertex is something like a modifier that affects the final volume. At the same time, the green color, as I understand it, is conditionally equal to 1 (final transformation = vertex color * vertex weight), blue color is equal to 0 (sliders are not available). What if we use the current weight map for a group of vertices, but color the vertices blue/ light blue and change the mesh itself so that the minimum thickness of the body on the slider is the size of a normal (unchanged) body? I think it might work. I want to make a fit woman body (I found some really beautiful photos of female athletes on the net). There is no point in suffering with small muscles - it is easier to draw them on the skin, but the relief of the press and some muscles of the arms and legs can be changed. All I want to know in this case for now - which bone uses for the all (body) existing sliders. I can try to scale the same bones so I remember how those sliders looks in CAS. I would like to try to bind some parts of the mesh (belly, shoulder blades, some muscles of the body) to non-standard groups of vertices to make them at least a little mobile when moving (the sim's body really looks like a robot with a stretched skin). I understand that it is more logical to do this with the help of drivers that change the masses of vertex groups depending on the angle to the parent bone / chains of Bones, that this is not done for sims4 at all, but I can try to do something here ... I just child. I don't know what is possible and what is not. I am learning to walk. What if gravity only works for those who know that gravity exists? If you do not start from the fact that the body should be green, and the clothes should be yellow? With a certain impact... You can fly, instead of keeping up with everyone... I'm learning the Blender myself. I'm interested in almost everything, but I haven't been able to get beyond modeling/animation yet. I know that one can do wonders using nodes (seen on some videos). I am like an Alice who falls into a hole and hopes that the hole will never end.
That's another one question. How I can remove the small gap on the side of sim? (vertical seam of UV1)? I fully aligned the side loop to the Maxis mesh (-1, -0.7,-0.3, 0 etc), but there is a really small gap left when I make the Sim's belly as full as possible.
PS. Sorry for my English. I'm Russian, I learn English myself and I try to speak without the translator. So if I speak wrong sometimes - please excuse me for it
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Post by mauvemorn on Jul 20, 2022 9:48:49 GMT -5
I think you mixed up how things work, to clarify: 1). Only bones with CAS in their name are responsible for morphing. On the body it is only breast bones. The color of the weight paint is what controls how much they affect the mesh, not vertex paint or uv_1. So if you want to limit the maximum size of breasts even further, make the weight paint weaker, closer to blue than green. But there is no bone for the whole body to weaken to reduce the influence of all morphs; 2). Vertex paint does not utilize the hot-and-cold system, there are specific hex codes that determine how dmaps affect the mesh. According to ts4 developers, dmaps come in two variations: skintight and robe-like. Everything else works somehow else. 00ff00 - skintight. All morphs beside Details mode ones; 3fff00 - robe-like. Meant for skirts and sometimes between the breasts. Prevents the skirts or loose tops from "sinking" between the legs or breasts. The bottom of the skirts will also not be affected by calf and foot morphs; 000000 - disables all dmaps; 007f00 - this color is between 000000 and 00ff00, so you'd expect it to reduce the effect of skintight dmaps by half. I tested it and the area painted with 007f00 morphs just like 00ff00. The only difference is that this area does not highlight when you hover on it. Anyway, this color is used on accessories, the ponyrails/jaw-to-ends area of the hair, tips of eyelashes and facial hair; 007f02 - used on root-to-jaw area of the hair; 007F3F - enables Details mode morphs. Used on the hairline, roots of facial hair and eyelashes, piercing; 3F7F00 - used on mermaid tails. So if I understood you correctly, then no, what you are trying to accomplish is not possible. Here are the templates for the body There is a gap between the top and the bottom in uv_1. You want the uvs to match
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