sccp
Member
Hey, I´m SimsCCPrime
Posts: 16
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Post by sccp on Sept 12, 2022 10:58:54 GMT -5
Hello:) I tried to create clothes. But everytime I try I have the same issue. The weight transfer. If I try the clothes in the sims4studio it will be shown in a correct way but if Ìm in the game and use it on my sim, then it looks totally wrong and doesnt works with other weights… I tried by reading the sims4studio tutorial and 2-3 youtube Tutorials. Everyone is doing the same steps, but it doesnt work:( I installed every type of the right softwares like blender 2,7 for weight transfer.. does anyone had the same issue and know what I can do? sims4studio.com/thread/81/weight-transfer-blenderthese are the ones wich I tried to learn from greetings
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Post by mauvemorn on Sept 12, 2022 11:15:00 GMT -5
Hi. You do not need 2.7 to transfer weights, you can delete it. For the future, do not watch tutorials that tell you to get 2.7 just to transfer weights and vertex paint, those are made by beginners and are full of identical mistakes. Another "for the future", please always provide the files (blend, package) so that we would know what exactly is wrong. - find a reference of the same type (skirt-like bottom or pants/legs) and length, clone it, export the blend; - append it in the scene with your garment or vice versa, join all parts of the reference if needed, rename to Reference; - make sure both Reference and your garment are visible and selectable; - select Reference, shift-select your garment, switch to Weight paint, choose Transfer weights, choose Nearest Face interpolated and By Name; - choose Clean, choose All groups; - choose Limit total.
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sccp
Member
Hey, I´m SimsCCPrime
Posts: 16
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Post by sccp on Sept 13, 2022 12:21:07 GMT -5
Hello mauvemorn, first of all I will thank you very much for your fast answer I tried it, but I think, that I´m doing something wrong.. So I will tell you what I have done 1. Open the reference 2. Import the dress 3. Create ov_0 and ov_1 on the dress 4. Date transfer from Reference to Dress (Face corner Data: Nearest Face Interpolated and the UV´s uv_1 to uv_1) 5. Faced out on the reference whats behind of the dress 6. Your Guideline of the weight transfer 7. Doing the Dress and the Reference together (now both uv_0 together and both uv_1 together) <img src=" " alt="" style="max-width:100%;"><img src=" " alt="" style="max-width:100%;"> 8. Export the file and import it to sims4studio. And now it works with the weight, but it´s crashed in the middle of the body (It´s a full-body-outfit by the way). I hope you could help me again :-X Greetings Jan The last File is on my google drive for public, I hope it works. drive.google.com/file/d/1gTJ0unNpAVAg1ZCksvXoGsFbB_W04Vmt/view?usp=sharing
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Post by mauvemorn on Sept 13, 2022 14:10:44 GMT -5
For the item to morph as intended, it must receive all the data from the area of the body it covers. The bracelet covers the wrist, so to follow the wrist instead of flying or clipping into it, the bracelet must receive all the data responsible for moving and morphing from the wrist. The same exact logic applies to the dress except for it is a dress, not a nude body. Its bottom is shaped like a skirt, not legs, and those two things must move and morph differently. In your blend file switch to Weight paint, select b__CAS_L_Breast__. See how below the breasts everything smears and below the navel there's nothing? Whatever you transferred those weights from was not a dress of appropriate length. Pretty much everything is done wrong, so you need to restart. - go back to MD, select both patterns, remove Remesh (do not use it, it makes the topology worse). Then either change the topology to quads or retopologize the mesh; - export as thin and weld, no internal shapes or textures; - clone a similarly shaped maxis item. You can type "chemise" in the search bar, it would be perfect for this. So clone it and export the blend; - import your dress, transfer weights, uv_1, and vertex paint to it from the reference; - expand the rig, make top and bottom visible and selectable, select top, in 3d view press Shift D, then Esc. Do the same with bottom. Select top.001, shift-select bottom.001, press Ctrl J to join. This will be the body; - select the joined mesh, disable Limit selection to visible and delete all parts of the body the dress covers. The more of it is deleted, the more space you will have for the garment's uvs; - select the dress, in its uv_0 select all uvs and move them outside of the uv space. Join the dress with the body. In uv_0 select the uvs of the garment and assign this template. The uvs of the garment will stretch vertically, so bring them back to their original size with S Y 0.5. In the blend you shared they are shrank too much, you only need to do it in half. Then you can put them is the free space; - close the hole at the bottom and unwrap. Close holes in the sleeve and cleavage areas; - Alt click to select loops in places where the body is meat to connect to the garment, press the space bar and type Bridge, choose bridge loops. Do not worry about the uvs for now. Do this in all other places the body is meant to connect with the garment. Note that, when you create geometry like this, the seams do not continue, so you should mark them manually - now, in uv editor switch to vertex select, press B, select the garment's uvs, press Unwrap again. If you were working with uvs that were not created in blender and wanted to preserve that shape, instead of unwrapping, Select - Less, switch to Face select, Pin. Then select the uvs again and unwrap; - select everything and set the background ( the skin or the template), the uvs of the garment will stretch, so bring them back to the original size with S Y 0.5; - with both uv islands selected, start scaling them down until the biggest fits where it needs to be. Then you can deselect the biggest one and place another next to it. If the uvs must share the same texture/pattern, they must never be scaled individually. Also, never rotate uvs freely, only by 90/180/270 degrees. Individual scaling or free rotation will create difference in quality of the baked texture and applied patterns; - assign 0000 as the cut and GEOM as type, save, import in s4s, test in-game.
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sccp
Member
Hey, I´m SimsCCPrime
Posts: 16
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Post by sccp on Sept 17, 2022 8:20:30 GMT -5
So… Hello mauvemorn, I needed some time but I did it I want to say thanks! Youre helped me a lot and I know how I do it right until now. I‘m very excited to share my creations on tsr =)) Greetings from Germany
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Post by kahluamilk on Jan 11, 2023 7:35:32 GMT -5
Thank you so much for this detailed torublesolving post. I have been creating my own meshes for personal use for a few years now, and two days ago I've encountered a weight issue that was a first and I didn't know how to solve it. I was going crazy and didn't want to trouble anyone on s4studio cause I was pretty sure that there would've been an answer. The data transfer thing did it for me, since I've been already using the clean,and limit method up until now and had 0 issues with weights.
Thank you sccp for asking for help which triggered this post and thank you mauvemorn for ALWAYS trying to help us in this site without missing a beat. A pillar to this community for us newcomers and ogs as well.
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Post by JuniperGreen on Apr 11, 2023 9:09:14 GMT -5
holy molly.. and here i was, wondering why i was having hard times weighting everything manually for hours and still not obtaining good weights..I DIDNT KNOW WE COULD TRANSFER WEIGHT! :-X
Thanks mauvemorn !
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