|
Post by madcatlady on Feb 25, 2023 3:42:16 GMT -5
Have problem with CAS icon that touches also character icon.
I had problem like this with skirt before and it was fixed with deleting some bones, but as much as I can see in this case it's something with fingers but weight looks fine to me.
|
|
|
Post by mauvemorn on Feb 25, 2023 11:24:07 GMT -5
Hi. We would need to see the package and the imported blend to tell the exact reason, but this happens when you start a package from something that differs from your blend. For example, before you had this distortion in the skirt area and it happened because you started a package from something that had not a skirt (panties or a swimsuit , for example).
In the case with your current package, it can be caused by starting it from something with more than one meshgroup. If that is the case, your entire dress replaced a meshgroup in the calf area, for example
|
|
|
Post by madcatlady on Feb 25, 2023 13:29:12 GMT -5
Hi. We would need to see the package and the imported blend to tell the exact reason, but this happens when you start a package from something that differs from your blend. For example, before you had this distortion in the skirt area and it happened because you started a package from something that had not a skirt (panties or a swimsuit , for example). In the case with your current package, it can be caused by starting it from something with more than one meshgroup. If that is the case, your entire dress replaced a meshgroup in the calf area, for example Hi. I cloned base game yfBody_DressKneeBelt because it's the closest in lenght to my mesh and every time I use long dress skirt flyes away on CAS thumbnail. Dress indeed has 4 meshgroups. After your response I tried to replace another meshgroup/cut my mesh in 4 parts/clone another dress (base game yfBody_DressGranny I had succes with it with another dress with almost the same mesh as this one) but each time result was even worst
|
|
|
Post by mauvemorn on Feb 25, 2023 13:42:25 GMT -5
Yes, the original issue is caused by the wrong meshgroup being replaced. The granny dress, too, is made of many. The correct way would be to split the dress into multiple meshgroups just like the original was split and assign corresponding cuts to them. However, your dress is not affected by skirt bones (they are in the list but do not actually affect the mesh), so you can delete them from the list and clone a lingerie set. Before you'll do that, though, go to Weight paint and use Limit total
|
|
|
Post by madcatlady on Feb 25, 2023 14:08:11 GMT -5
It works. Thank you so much. At this point I am about to cry from relief.
Do I undrestand it right: if there are no Skirt bones I can clone lingerie set and don't bother myself. If there are Skirt bones - I need to look for object similar in length to my mesh?
|
|
|
Post by mauvemorn on Feb 25, 2023 15:11:57 GMT -5
Yes, but there are other bones that can cause this issue (foot, toe, breast, thigh), so it is best to always do things the maxis way ( find something that is shaped similar to yours, join all meshgroups, transfer all data from it, check how your mesh behaves in-game on a test package, then split yours the same way the reference was, and import the blend into the reference's package)
|
|
|
Post by madcatlady on Feb 25, 2023 17:55:19 GMT -5
Yes, but there are other bones that can cause this issue (foot, toe, breast, thigh), so it is best to always do things the maxis way ( find something that is shaped similar to yours, join all meshgroups, transfer all data from it, check how your mesh behaves in-game on a test package, then split yours the same way the reference was, and import the blend into the reference's package) Thank you for this algorithm and for your help)
|
|