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Post by BokchoiJo on Apr 12, 2023 23:16:06 GMT -5
Hi, first time trying to make an outfit (long dress) but before I continue forward I have some questions. 1. When separating mesh for each cut number (see linked image) do I have to separate the mesh exactly at the cut from maxis mesh (2) or can I separate around the general area of the maxis cut (1), would it cause problem further down the way?
2. When transferring weight & uv is there any difference between the modifier Data Transfer & using Object>Transfer Mesh Data.
Any help is appreciated . Thanks.
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Post by SimVault on Apr 13, 2023 7:48:26 GMT -5
Hi, first time trying to make an outfit (long dress) but before I continue forward I have some questions. 1. When separating mesh for each cut number (see linked image) do I have to separate the mesh exactly at the cut from maxis mesh (2) or can I separate around the general area of the maxis cut (1), would it cause problem further down the way?
2. When transferring weight & uv is there any difference between the modifier Data Transfer & using Object>Transfer Mesh Data.
Any help is appreciated . Thanks.
Hello, so quick question, are you franken-meshing/adding your own parts onto an already made mesh? And what are you cloning it from to need two parts to have separate cut numbers? Please provide your package file and possibly the .blend file with the cloned item as well so we can see what you're wanting to do.
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Post by mauvemorn on Apr 13, 2023 8:25:16 GMT -5
Hi. You want your meshgroup to be roughly the same shape as the original so that it is affected by the same bones. The only time you need to be precise is the calf area of tight pants ( when you put tall boots on the sim, a portion of your pants disappears, and you want them to tuck into the boots, not poke out of them )
Object - Transfer mesh data seem to have identical menu to the weight transfer. It differs from Data transfer a bit both in the ui and seemingly in the result. I dont think there will be a difference in weights but you can try both for uv_1 and stick to the ones that gives the best results
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Post by BokchoiJo on Apr 14, 2023 3:40:42 GMT -5
@simvault I'm making the dress starting from scratch, I'm using the jacket skirt dress since it's the closest shape to the one I'm making. You can see the blend file below. mauvemorn Ok thanks for the info, could you check my file & tell me if it's ok to cut my meshes like in the file. The model is far from done, uv is still temporary, haven't join the body mesh to the dress, just want to plan for the cut number so I can adjust the topology. Thanks all for the reply blender file drive.google.com/file/d/14TQKb5PoA-nKt3-fO-en9NXuaSSokD8A/view?usp=sharing
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Post by mauvemorn on Apr 14, 2023 4:29:09 GMT -5
You do not need to worry about the topology for this purpose because all parts of your mesh will stay upon interaction with other items, not disappear. Just so we're clear, you need to join all of them back and remove doubles before transferring anything
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Post by BokchoiJo on Apr 14, 2023 22:15:28 GMT -5
You do not need to worry about the topology for this purpose because all parts of your mesh will stay upon interaction with other items, not disappear. Just so we're clear, you need to join all of them back and remove doubles before transferring anything Ok, so while the mesh is still 1 whole mesh, I have to be done with uv0, uv1, vertex weight, vertex color first.
After that's done I can separate the mesh following the cut number of maxis mesh right?
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Post by mauvemorn on Apr 15, 2023 4:21:10 GMT -5
yes, transfer weights, uv_1, vertex paint, delete all parts of the body covered by clothing, join the body with the garment, re-arrange uv_0 of your garment, assign a cut number, import into a test package, check how the mesh behaves in-game. if everything is ok, bake textures, split the mesh into meshgroups, create a new package, make lods. Some of these steps are interchangeable (the first three) but switching others will result in problems or wasted work
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Post by BokchoiJo on Apr 15, 2023 20:35:14 GMT -5
yes, transfer weights, uv_1, vertex paint, delete all parts of the body covered by clothing, join the body with the garment, re-arrange uv_0 of your garment, assign a cut number, import into a test package, check how the mesh behaves in-game. if everything is ok, bake textures, split the mesh into meshgroups, create a new package, make lods. Some of these steps are interchangeable (the first three) but switching others will result in problems or wasted work Ok, got it. I'll try it as soon as possible. Thank you
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Post by BokchoiJo on Apr 18, 2023 4:46:46 GMT -5
Hi, Just reporting back to let you know everything works great ingame after following your instructions. Thanks so much for all the help
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