|
Post by neonpeach on Aug 30, 2023 18:43:05 GMT -5
This time I made sure to follow all of your steps. Except, instead of the mesh you mentioned, I used EP13SuitDuckie as that one had a neck and hands that were suitable after deleting everything covered by the Hanbok. I joined the reference mesh with the Hanbok after weight transfer was done. Not sure why the outfit is still not lined up correctly and why spiking is occurring in the CAS thumbnail. After using Remove unused vertex groups, it seems that some vertex groups that were in EP13SuitDuckie were deleted. I'm not sure why it is doing that and if that is what is causing the issue. I should also mention that I used armature modifier after adjusting the sleeve size for infants and added the armature modifier after joining the two Hanbok groups together and just before I deleted all vertex groups from the Hanbok. I made sure it was applied to rig and even checked to see if the garments moved with the body, and it did in blender. However, the arms just won't seem to connect to the garments in the game and stuck in the default position. This was the end result: imgur.com/89e0EzFPackage link
|
|
|
Post by Fwecka (Lolabellesims) on Aug 31, 2023 7:31:05 GMT -5
Hi. I haven't been following this thread. Just chiming in to let you know that your problems is with the weight paint. Anytime you see the mesh shooting off into space or the mesh doesn't move with the body, it's weights. It's ALWAYS weights. Your entire mesh, not counting the body parts, has been assigned to b__Spine2__. You need to separate the body parts, select your mesh, delete all of the weights in the vertex group section of Blender, and transfer the weights again. Do not transfer weights or the uv_1 or the vertex paint to the body parts. They've already been done perfectly by EA. Only transfer weights to the clothing.
You can easily check the weights. Select your mesh, go into weight paint mode, and in the vertex group part of Blender, click on the weights one-by-one. You should see parts of the mesh "light up" when selected. In your case, if you click b__Spine2__ you'll see your entire mesh turn red meaning the entire thing has been assigned 100% to this one bone.
|
|
|
Post by neonpeach on Sept 4, 2023 16:36:21 GMT -5
I see how it is all red on b_Spine2_. I restarted with the transfer weights and it still makes b_Spine2_ all red automatically. How can I fix this?
|
|
|
Post by mauvemorn on Sept 4, 2023 16:43:58 GMT -5
Do you change Active to By Name when transferring weights? What exact version of blender 2.76 did you get?
|
|
|
Post by neonpeach on Sept 4, 2023 17:37:25 GMT -5
Yes I do change Active to By Name when transferring weights and I do have Blender 2.76. It says it is 2.76.1 if that is what you need to know.
|
|
|
Post by mauvemorn on Sept 4, 2023 18:03:43 GMT -5
One of them is bugged, so probably this one. Try getting 2.76b instead and repeating the process
|
|
|
Post by neonpeach on Sept 4, 2023 19:00:31 GMT -5
Oh after checking again, I actually was using 2.76b the whole time. I am going to repair Blender to see if that helps.
|
|
|
Post by Fwecka (Lolabellesims) on Sept 4, 2023 19:05:05 GMT -5
For what it's worth, I have a tutorial in my signature. It's written for Blender 2.78 — which is why I say it's outdated — but I think any Blender version in the 2.7 range is fine. It's all stuff I learned from Mauvemorn and it's mostly just a checklist. A step-by-step guide. I wrote it for myself because I kept forgetting things and I wanted an EXACT list of what to do and then what to do after that and what to do after that and so on. It may be of help to you.
Just saw that I already mentioned the tutorial earlier. Never mind this post.
|
|
|
Post by mauvemorn on Sept 4, 2023 19:13:34 GMT -5
It should be fixed in 2.76b. You can of course try 2.78 Other things that can cause this: - wrong order of selection: select the reference first, then Shift-select your item; - the reference being hidden or unselectable (eye and cursor icons)
|
|
|
Post by neonpeach on Sept 4, 2023 19:14:48 GMT -5
|
|
|
Post by neonpeach on Sept 4, 2023 19:47:57 GMT -5
Update: Switching to Blender 2.78 resolved this issue. The weights are showing up where they need to be on the different vertex groups.
Thanks again for your help!
|
|
|
Post by neonpeach on Sept 11, 2023 21:45:12 GMT -5
Hi again. So there is no more spiking occurring but now I see a gap in my mesh (seems to be where I split each mesh group to match the reference). imgur.com/a/Ar9LpMc Is this still a weight issue? Package Link
|
|
|
Post by neonpeach on Sept 13, 2023 20:54:05 GMT -5
Bump
|
|
|
Post by mauvemorn on Sept 14, 2023 1:23:46 GMT -5
The whole bottom meshgroup is assigned to the toe bone. Join both meshgroups into one and remove doubles, then re-transfer weights again
|
|
|
Post by neonpeach on Sept 25, 2023 20:55:10 GMT -5
I was looking at some tutorials on how to remove doubles and want to make sure that in my case, I am removing doubles in only the toe bones, right? Not the whole mesh? Or do I remove doubles on the whole mesh?
|
|