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Post by Fwecka (Lolabellesims) on May 26, 2023 0:44:15 GMT -5
Still working on those gloves. I tried using the Marvelous Designer remeshing tool but found I got better results with minimal clean up if I used Zbrush on the 2D meshes. Stupidly, it didn't occur to me until yesterday that I can just center the meshes that I remeshed with Zbrush in the 3D window and unwrap using project from view. This way, I can preserve the shape of the UV islands.
So that's solved but, now I have a new issue. I can get the original 2D meshes to morph to the gloves using shape keys but when I try to use the surface deform modifier on the remeshed meshes I can't click bind. It's not greyed out or anything. It just doesn't say "unbind." So, I don't think it's actually binding, if that makes sense. I've been searching for an answer but haven't come up with anything. Any ideas?
I'm using Blender 2.8 for this, by the way.
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Post by Fwecka (Lolabellesims) on May 26, 2023 1:42:43 GMT -5
Leave it to me to find the answer AFTER I post. It seems Blender 2.8 has issues with the surface deform modifier; I saw a few bug reports showing this to be the case. I tried it in Blender 2.79 and got it to work.
Just to be safe, I modeled in triangles in MD, and after importing the gloves, the 2D patterns exported out of MD, and the re-meshed 2D patterns that I ran through Zbrush, I selected each 2D mesh, entered edit mode, selected everything and pressed S, Y, 0 just to make sure everything was straight. I also removed doubles, ran clean up to delete loose geometry (there was none), and split all concave faces (none of those, either). I hunted through the Zbrushed mesh to make sure nothing was overlapping. Found two instances that I fixed. All good. Worked well.
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Post by Fwecka (Lolabellesims) on May 26, 2023 3:28:04 GMT -5
Nope. Not solved. Sigh, sorry to bother you mauvemorn but I've got an issue. I did get it to work in Blender 2.8 but the problem I'm having is that when I bind the re-topologized mesh using the surface deform modifier I'm getting little bumps throughout the mesh. I can't find a solution online.
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Post by mauvemorn on May 26, 2023 6:19:58 GMT -5
Hi. You should try reinstalling the beta version of s4s and blender 3.3. Andrew changed what information s4s puts in its logs, so you may get no errors this time.
I would need to see the file to know what’s wrong but, again, retopologizing the mesh blindly like this will not fix any problems. If you transfer the weights and uv_1 with nearest face interpolated, yet the arms still clip into the gloves during moving or morphing, that happens because of their difference in topology. Retopologizing the mesh blindly will not fix it. If you still haven’t seen how the mesh behaves in-game, do that first before trying to fix the issue that may not even happen. Also, the gloves are very tight. You could just bake them to texture and not use the mesh at all. If you want to preserve the big wrinkles, you could just leave those wrinkles and snap the rest to the arm, ( wrinkles - mesh, everything else - the texture)
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Post by Fwecka (Lolabellesims) on May 28, 2023 0:43:31 GMT -5
Sorry for the late reply. I was sick yesterday. The problem I'm having is that the re-topologized mesh (I used Zbrush to re-topologize the mesh) has little bumps all over it as soon as I click the bind button in the surface deform modifier. I found that lowering the polycount drastically in Zbrush helped but I wanted to use a higher poly mesh and manually remove edges. Although I can always add more edge loops where I need them. Still, it would be nice to know why the bumps are appearing. Edit: I think it has something to do with how the origin is set up but can't find any answers. My files are here. Here's a screenshot: 
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Post by mauvemorn on May 28, 2023 6:33:17 GMT -5
when i unbind and bind it again, this does not happen. Make sure to make Gloves 2D Arrangement.001 visible and try that. If it will still happen, try decreasing or increasing interpolation falloff
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Post by Fwecka (Lolabellesims) on May 29, 2023 21:52:15 GMT -5
Well, I don't know what you mean by interpolation falloff but I did find that if I applied the modifier, selected the mesh and put it in edit mode, select everything then pressed S, Y, 0 (straighten the mesh), then used the modifier a second time it worked. I'd like to know what caused it in the first place but can't find an answer when I google it.
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Post by mauvemorn on May 30, 2023 5:32:54 GMT -5
Modifiers generally have settings that allow you to control how they work. Interpolation falloff is the setting inside the Surface deform  Well, the planes are already straight along that axis but do not really have to be for the modifier to work. Most likely it was just a matter of re-adding the modifier and re-binding the target
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