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Post by toxxic on Apr 21, 2023 3:13:08 GMT -5
I've been trying to convert clothing from toddlers to infants and I've been having a lot of trouble getting the mesh to fit. Well it finally fits, but there's these weird jagged edges when the baby is sitting in CAS and I think it may be due to the original mesh that I used. It looks fine when baby is standing and it looks fine in Blender and Studio. It's only when sitting that there's an issue. I used the alien diaper mesh and just deleted the diaper part and then merged the new outfit over it. I think the original mesh is the issue because the alien diaper has those weird parts that stick out around the top. I don't know how to fix this besides finding a new mesh so is there some way to get a "normal" diaper mesh? Like I see there's one in the clothing bottom category, but I need a full body mesh.
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Post by mauvemorn on Apr 21, 2023 4:37:52 GMT -5
Hi. You can use the diaper mesh as a reference but you must not delete anything from it. It does not matter that the mesh is not 100% identical to yours in shape so long the overall shape is right. Clone the diaper again, export, append in the scene, and re-transfer all the data from it.
If it won’t help, share the blend please
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Post by toxxic on Apr 21, 2023 17:30:20 GMT -5
Hi. You can use the diaper mesh as a reference but you must not delete anything from it. It does not matter that the mesh is not 100% identical to yours in shape so long the overall shape is right. Clone the diaper again, export, append in the scene, and re-transfer all the data from it. If it won’t help, share the blend please I have two files. HERE is the unmerged version that I use to edit the mesh. Once I'm finished editing, I join both layers and save it as a new file to import into S4S, so HERE is the finished one. I deleted the diaper mesh because it sticks out from the outfit mesh.
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Post by mauvemorn on Apr 21, 2023 17:48:22 GMT -5
The problem is caused by weights. If you deleted the diaper before transferring them, then you are not meant to do that, the mesh will have nothing to receive the data from. You should delete all weights and retransfer them from the alien diaper or whatever similar again A few unrelated problems: - too much of the body is left. Everything covered by clothing should be deleted, otherwise it can clip through - the mesh is vertex painted with strange colors. Flood the whole thing with 00FF00; - it is never a good idea to start a package from something that greatly differs from yours. Just clone a full body outfit and split yours the same way; - there are a lot of random bones in the list. Skirt bones affect the mesh even though they should not, so you should most certainly delete them all before retransferring.
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Post by toxxic on Apr 21, 2023 19:18:52 GMT -5
Honestly I don't know how to do any of that. I can try what your pictures are showing. I'm really just messing around in Blender until I find something that works. I don't know what I'm doing lol. That's why I was wondering if there was a way for me to get a full body mesh with nothing on it because then it is easier to transfer a new mesh to it. There is not an existing base game mesh like this one- all the outfits either have shorts that are too long or long sleeves or parts that stick out (ruffles, etc)
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Post by mauvemorn on Apr 21, 2023 19:49:50 GMT -5
The reference does not have to be identical to your garment, just vaguely of the same shape. The idea is for the garment to receive the data from the area of the body it covers. For example, the sleeve covers the shoulder, so it should move and morph like said shoulder, not anything else. If your reference does not contain the shoulder, the sleeve will not receive the correct data and won’t behave as intended. In your case, the reference did not contain the pelvis, so the pelvic area of the garment did not receive the needed data you do want to choose something that does not have sculpted details (ruffles, hems, collars, etc) where your garment is because they give ripped uvs in uv_1, but this is one of those things that you need to worry about only IF it will cause problems (ripped mesh in-game, always happens but not always noticeable)
All of this is pretty simple, in theory. You find something similar to your garment, transfer all the data responsible for moving and morphing from it, delete all parts of the body the garment covers, join both, make uv_0 in accordance to the CAS distribution template, assign a cut, test in game, then create/edit textures, split into meshgroups (if needed), and make lods. In your case (converting toddler to infant), all you need to do is to reshape the garment in edit mode, replace the body parts, repeat for all lods. Everything else would most likely be the same (can’t check at the moment to make sure, but in theory it should be)
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Post by toxxic on Apr 21, 2023 22:24:46 GMT -5
I was trying to do the weight thing like in your picture, and I found "vertex groups" but there was no way to delete all groups. It had the list of all parts and I was able to remove them separately. However now I don't see where the "transfer weights" option is. EDIT: I got it. I found this post you made and I was able to transfer the weights from a different mesh and now it looks right. I still need to go back and delete the body parts that are hidden by the mesh though so they don't clip like you said. I wanted to see if I could get this to work first. EDIT 2: Ok I thought I was done, but now it suddenly isn't showing in my game. I've updated the file here if you have a chance to look at it. I'm not sure what I did.
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Post by mauvemorn on Apr 22, 2023 11:41:49 GMT -5
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Post by toxxic on Apr 22, 2023 18:22:12 GMT -5
Thank you for all the help! Super weird that it suddenly now stopped showing up, but maybe that's because I finally got it to work properly and now it recognizes that it's an alien outfit lol.
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