axaviery
New Member
I am Polish content creator for The Sims 4. Tumblr @aXaviery
Posts: 5
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Post by axaviery on Jan 28, 2023 13:44:23 GMT -5
Hi simmers! So my problem is whenever I create a mesh and transfer weights and whatever this happens (pic). I'm so sorry for that but I am hella annoyed! What is going on? I've been fighting with this for like three days straight now and nothing seems to work... 1st pic: regular SKINNY body type made by EA and my briefs: 2nd pic: whenever I change anything wearing my briefs: It happens with like every single thing made by ME, any other CC works perfectly fine. There is a recently made dress, same thing happens: 1st pic: regular SKINNY body type made by EA and my dress: 2nd pic: whenever I change anything wearing my dress: >>> dress files: drive.google.com/drive/folders/1aLQFNNhYtxR8NZTrKvtb1zMMAGetc8mO?usp=sharing
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Post by dissia on Jan 28, 2023 14:05:30 GMT -5
Hey Weights define how your mesh move with body when sim move their hand or leg. It's uv_1 that define how your cc works with sliders. You need to retransfer it, use same settings as in pic below
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axaviery
New Member
I am Polish content creator for The Sims 4. Tumblr @aXaviery
Posts: 5
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Post by axaviery on Jan 28, 2023 14:10:39 GMT -5
Can you tell me by any chance what exacly causes the problem? I always do it just as you screenshoted that but Im not changing it to 'Nearest Face Interpolated'. Is that the case?
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Post by dissia on Jan 28, 2023 14:15:14 GMT -5
I looked at your file now and you need to transfer uv_1 and weights from reference similar to your cc. So when you create dress you need to search for dress similar to your in lenght and shape. You can't transfer uv_1 and weights to your dress from legs cause they move differently. You need to move your dress further form body, cause it's too close and it'll glitch even with good transfers. You should close bottom lower and delete more legs so they do not go through dress. What is more your mesh is waaay to high poly, 33k poly for dress like this is too much. The most complicated ea meshes do not have that high polycount. Bottom part of dress should be vertex paint in a different color, cause dress move differently than legs. Select your dress from the bottom to in the middle of pelvis bone. Then in vertex paint choose option "Face selection masking for painting" (cube with one red side), choose 3FFF00 color and Paint -> Set Vertex Colors. Then uncheck Face selection and use Paint -> Smooth Vertex Colors Remove doubles of both body parts and dress and then edge split where needed.
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axaviery
New Member
I am Polish content creator for The Sims 4. Tumblr @aXaviery
Posts: 5
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Post by axaviery on Jan 28, 2023 14:18:38 GMT -5
I looked at your file now and you need to transfer uv_1 and weights from reference similar to your cc. So when you create dress you need to search for dress similar to your in lenght and shape. You can't transfer uv_1 and weights to your dress from legs cause they move differently. You need to move your dress further form body, cause it's too close and it'll glitch even with good transfers. You should close bottom lower and delete more legs so they do not go through dress. What is more your mesh is waaay to high poly, 33k poly for dress like this is too much. The most complicated ea meshes do not have that high polycount. Bottom part of dress should be vertex paint in a different color, cause dress move differently than legs. Select your dress from the bottom to in the middle of pelvis bone. Then in vertex paint choose option "Face selection masking for painting" (cube with one red side), choose 3FFF00 color and Paint -> Set Vertex Colors. Then uncheck Face selection and use Paint -> Smooth Vertex Colors Remove doubles of both body parts and dress and then edge split where needed. I'm sorry but I laughed out loud when you said "33k poly for dress like this is too much". The last cropped hoodie I made was like 80k :jumpHug I think Im on the wrong path!
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Post by dissia on Jan 28, 2023 14:25:20 GMT -5
I am not alpha cc creator but as I remember you should mesh in quads and set higher particle distance. You should watch some tutorials about creating cc in MD and adapting it to game to get more knowledge
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axaviery
New Member
I am Polish content creator for The Sims 4. Tumblr @aXaviery
Posts: 5
|
Post by axaviery on Jan 28, 2023 14:28:25 GMT -5
I looked at your file now and you need to transfer uv_1 and weights from reference similar to your cc. So when you create dress you need to search for dress similar to your in lenght and shape. You can't transfer uv_1 and weights to your dress from legs cause they move differently. You need to move your dress further form body, cause it's too close and it'll glitch even with good transfers. You should close bottom lower and delete more legs so they do not go through dress. What is more your mesh is waaay to high poly, 33k poly for dress like this is too much. The most complicated ea meshes do not have that high polycount. Bottom part of dress should be vertex paint in a different color, cause dress move differently than legs. Select your dress from the bottom to in the middle of pelvis bone. Then in vertex paint choose option "Face selection masking for painting" (cube with one red side), choose 3FFF00 color and Paint -> Set Vertex Colors. Then uncheck Face selection and use Paint -> Smooth Vertex Colors Remove doubles of both body parts and dress and then edge split where needed. Thank you about the "interpolated" thing, it helped on my panties. love you. will check on that dress later!
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axaviery
New Member
I am Polish content creator for The Sims 4. Tumblr @aXaviery
Posts: 5
|
Post by axaviery on Jan 28, 2023 14:29:55 GMT -5
I am not alpha cc creator but as I remember you should mesh in quads and set higher particle distance. You should watch some tutorials about creating cc in MD and adapting it to game to get more knowledge Funny thing about that is that I was stuck in MD watching tutorials for a really long time, same as blender tutorials. Total of making a literally the most basic t-shirt took me 1 week of learning. Shame on me I guess.
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