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Post by Wicked Old Witch on Apr 25, 2023 1:10:13 GMT -5
Timeline; made first attempt. 2 vertex out of place. Did I do something wrong? Made attempt two. Used same two meshes to cut and join together. Removed Doubles. Saved. New package imported into. Did not touch the top of the PJ top. Had to move the cut bottom up to join. Made the teeshirt as top. No thing wrong. Same cut for both meshes. Same method. Again 2 vertex out. But not showing in blender. Made third attempt with a brand new PJ top mesh. Once again 2 vertex out of place. With all attempts using S4S to import and export meshes. Made hoodie onesie. then looked at both in Cas. Nothing wrong with Hoodie onesie but again 2 vertex out of place with long sleeve onesie
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Post by mauvemorn on Apr 25, 2023 2:36:12 GMT -5
Hi. This happens when the mesh is affected by bones the original item in the package was not. For example, if you will clone pants and import a full body outfit there, this will happen because the original pants were not affected by all those bones from the upper body.
Basically, you just need to clone a full-body outfit
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Post by Wicked Old Witch on Apr 25, 2023 9:10:20 GMT -5
Hi. This happens when the mesh is affected by bones the original item in the package was not. For example, if you will clone pants and import a full body outfit there, this will happen because the original pants were not affected by all those bones from the upper body. Basically, you just need to clone a full-body outfit Used a full body mesh then added the Pj top. Cut top off Full body and the bottom off the PJ top. Delete the Pj top Rig before saving. Which I did with the others. Just used a jumper. Again this mesh has no vertex out of place. in CAS Used a full body package to import everything into.
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Post by mauvemorn on Apr 25, 2023 9:28:29 GMT -5
Well, then you will have to compare the bones of this item and the original. - clone the same fullbody again and export the blend; - check how many meshgroups there is. If there are more than one, your garment must be split the same way into the same number and they must have corresponding cuts. If, for example, there are three meshgroups in the original but your blend has one, only one of them will be replaced, the rest will stay. And if you will replace a meshgroup in the calf area with a fullbody, you’ll get the bone issue; - select the meshgroup that contains the area where the mesh distorts. In edit mode select one vertex in that area to see what bones affect it (Only the first frame, shows where to look for bones) - in a separate window open your blend, do the same thing to check the bones there; - most likely it is the mismatched number of meshgroups I described above but if not and you’ll find the extra bone, you can delete it
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Post by Wicked Old Witch on Apr 25, 2023 16:13:02 GMT -5
Thank you
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Post by Wicked Old Witch on Apr 25, 2023 20:15:31 GMT -5
Went playing again. It turn out if your merge the PJ top. That causes problem with the neck or arms
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