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Post by simsonico on Apr 22, 2023 11:10:38 GMT -5
Hi everyone! I'm experiencing a persistent problem with Blender weight paint, I'm hoping someone can help me with this. I am trying to weight paint an outfit. The weight paint looks and behaves perfectly fine in Blender. However, once I import the mesh into S4Studio and open it in game, the weight paint behaves very strangely. For example... Weight paint in Blender: Weight paint after I export the mesh from the game ( I tried this in an attempt to find out what the problem areas were): As you can see, it's the same angle and the same dress but something very weird is happening and I don't know why. Any suggestions?? If it helps, I am using Blender 2.70 and 2.76. I'm honestly stumped and this keeps happening...
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Post by dissia on Apr 22, 2023 11:16:20 GMT -5
Hey! Always share file while asking for help so we can take a look what happen and help you more directly. Do you use after transfering weights options: Clean (All Groups) and Limit Total (limit to 4)?
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Post by mauvemorn on Apr 22, 2023 11:34:22 GMT -5
Hi. The bow is affected by other bone(s), so when you import it in s4s, it normalizes them. It actually should not be affected by the selected bone like that. See how it is red in a completely different place on the sim's body? - open the first blend, select the bow, P - Selection, rename the separated mesh to Bow; - select the dress again, select the area of the dress where the bow used to connect to the dress ( just that area, a few faces), press Shift D to duplicate, then Esc to confirm, then P - Selection, rename the separated mesh to Reference; - select the reference, shift-select the bow, transfer weights like in the pic below; - you may transfer uv_1 while at it; - you can delete 2.7, everything can be done in 2.76 There are two key differences in 2.7 and 2.76-2.79 that give people problems. When you click on Transfer weights in 2.7, all vertex groups and values are transferred, in 2.76-2.79 only the values of the active group. All you need to do is change that setting (it’s called Source layer..., change to By Name). However, changing a few more settings will give you a lot better results -make sure both the reference and your garment are visible and selectable; - select the reference, shift-select the garment, in weight paint mode click on Transfer weights, set it like in the pic, then choose Clean with All groups and Limit total. Another difference is that in vertex paint the shading is not flat, so you can switch it to bounding box to sample the color
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Post by simsonico on May 14, 2023 13:40:09 GMT -5
First of all, thank you!! I found another workaround, which is to import the mesh into S4Studio, then export it and check/adjust the weight paint. I also did not know about the clean weights option though, that seems to help as well. Was able to fix and upload the mesh!
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Post by simsonico on May 14, 2023 13:41:02 GMT -5
Secondly, why the limit total to 4?
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Post by mauvemorn on May 14, 2023 13:47:07 GMT -5
each vertex can be affected by no more than 4 bones, so you need to limit their number. Importing and re-exporting is not a workaround. S4S will delete extra bones and normalize the weights, doing both in a way that may not be best, so you need to import the correctly rigged mesh
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Post by simsonico on May 14, 2023 14:03:50 GMT -5
Oh...alright, I'll try your method instead then! Which version of Blender did you use? I am using 2.76 at the moment but I see some of the settings are different For example when I try to limit total to 4, it puts 1.000 instead. I can't get it to stay on 4
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Post by mauvemorn on May 14, 2023 14:15:12 GMT -5
Clean and Limit total are two different tools that do different things. You need to do both of them, with the same settings as in the pic below Edit: ah, you were looking at the wrong "limit". Limit in Clean to 0, Limit in Limit total to 4 The settings are the same in 2.76 - 2.79 and you are using the correct version
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Post by simsonico on May 14, 2023 15:31:14 GMT -5
Got it! Okay, going to try this now. Thanks for the help!
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