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Post by mauvemorn on Jun 24, 2023 4:35:28 GMT -5
Do S Z 0 as well and remove doubles
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Post by killjoyy on Jun 24, 2023 17:59:47 GMT -5
Do S Z 0 as well and remove doubles That worked, thank you! I've started to work on the bow now and following your directions from the previous post. I cleaned up the bow but I'm struggling with aligning the uvs to match the texture better. Did you simply press G on the uv and move it until it was aligned with the texture or is there a better way to do this?
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Post by mauvemorn on Jun 25, 2023 9:39:34 GMT -5
Yes, you just select a uv and press G. Alternitevily, you can enable the move tool. Press T while in Uv editor to see the panel where it should be
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Post by killjoyy on Jun 25, 2023 16:23:52 GMT -5
Yes, you just select a uv and press G. Alternitevily, you can enable the move tool. Press T while in Uv editor to see the panel where it should be Okay, I've gone ahead and adjusted the uv for the bow and appended it with the sweater. I'm not sure where I'm going wrong here, or if it's just the way this version of Blender is set up, but when enabling proportional editing (in object mode) and pressing G, I'm moving the entire rig. However, in edit mode, I can move the bow, but I can't use scroll wheel to do so. Which one should I be using to move it? Also, there is gapping between the sweater and the bow in the edit mode version, will this be fixed with adjusting the weights or will I need to so something else to fix this? Thank you again!
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Post by mauvemorn on Jun 25, 2023 17:11:59 GMT -5
You should be doing it in Edit mode. Switch to edit mode, enable proportional editing. Select one vertex, press G, scroll the mouse wheel up until you see the radius. Then start moving the mouse. You can adjust the radius as you move
The point of using proportional editing is to move the bow closer to the sweater and close the gap. Weights are responsible for how the mesh follows animations in-game
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Post by killjoyy on Jun 26, 2023 16:35:33 GMT -5
You should be doing it in Edit mode. Switch to edit mode, enable proportional editing. Select one vertex, press G, scroll the mouse wheel up until you see the radius. Then start moving the mouse. You can adjust the radius as you move The point of using proportional editing is to move the bow closer to the sweater and close the gap. Weights are responsible for how the mesh follows animations in-game I've been trying to play around with this for a while, and surely I'm not doing something correctly. I do want to say, I appended a bow from yfBody_EP10UniformSchool because it just seemed easier to work with. It doesn't sit perfectly on this sweater so I'm trying to utilize proportional editing as you suggested but it's altering the shape of the bow too much for my liking - especially since the tassels of this bow are curved up and create a good distance between it and the surface of the sweater. Any tips? Or is proportional editing the only way to do this?
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Post by mauvemorn on Jun 26, 2023 16:53:25 GMT -5
It is not the only way but it is the best one. Move an entire bow into place first, rotate it if needed, then use proportional editing with big radius
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Post by killjoyy on Jun 26, 2023 19:18:55 GMT -5
It is not the only way but it is the best one. Move an entire bow into place first, rotate it if needed, then use proportional editing with big radius I'm still struggling to grasp how to make proportional editing work - even with a YouTube search. Do you know of any tutorials that tackle something similar to what I'm doing with a Sims mesh?
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Post by mauvemorn on Jun 26, 2023 19:53:05 GMT -5
He’s an example
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Post by killjoyy on Jun 26, 2023 21:15:48 GMT -5
Following this tutorial I'm finding that I'm losing the shape of the bow; I've tried selecting one and multiple vertices, both with the same outcome. Is this just something I have to keep playing with?
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Post by mauvemorn on Jun 27, 2023 5:46:12 GMT -5
You need to first select the whole bow and put it into place. Rotate it to align it to the mesh. Then all you will have to do is slightly adjust it. Press G Y to do this only along one axis. It should retain the shape
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