Yeah, the garment is not affected by weights, only the body parts. The reference and your garment must be visible. You select the reference first, then Shift-select the garment, then transfer uvs as explained. If this still does not work, what version of blender do you have?
There are many other issues, unrelated to the problem at hand, so the garment should be re-done completely, starting from MD:
- open the file in MD, select all patterns of your garment,
quadrangulate them. Increase the particle distance;
- make the armpit area tighter, otherwise
you will have to manually edit the weights;
- you should also make the pants shorter, otherwise they will conflict with most shoes;
- export the garment as thin and weld;
- clone
a maxis item of a similar shape, always. If you are making a full-body outfit, it has to be a full-body outfit, not a shirt, otherwise the whole bottom of the garment will not move or morph with the legs. Clone a swimsuit;
- open a swimsuit blend, expand the rig,
make feet selectable, select them, in 3D press Shift D, then Esc to duplicate. In this order: select feet.001, shift-select the swimsuit, join with Ctrl J. Rename to Reference;
- import your garment into this scene;
-
delete the parts of the garment that are covered by clothing. There is no point in keeping the areas of the shirt that is covered by the t-shirt.
Then close holes;
- ideally youd also want to
retopologize the buttons, or at least remove the threads;
-
transfer weights,
uv_1 and
vertex paint from the Reference to your garment;
- select uv_0, select all uvs with A,
assign the template, press S Y 0.5 to bring them to the original size;
- select the areas of the reference covered by clothing, as well as feet (fully), and delete them. Then join the reference with the garment and arrange uvs in uv_0. Do not scale them individually unless the difference in quality is acceptable. The buttons can be bigger, the sleeves should not be bigger than the rest of the shirt, for example;
- give this mesh cut 0000, import it into the package started from the swimsuit, test in-game on the highest graphics settings;
- if the
feet area distorts, you will have to split the garment into multiple meshgroups. If you plan on sharing your content with others, this has to be done regardless, because it might distort in other people's game. However, this should be done after you bake the textures, so if this will be the only problem, ignore it for now;
- bake textures;
- separate the garment into meshgroups;
- make lods
How to split the mesh into meshgroups:
- clone ymBody_JacketSurplusPantsCargo, export the blend, open, rename the meshgroups to "R(eference)(the last digit of the cut number)", so R0, R1, R2, etc. Once done, hide all of them;
- append your garment in the scene, rename to something;
- unhide R0;
- select your garment, disable Limit selection to visible, select the same area of the garment as R0 contains, press P, choose Selection. Give it cut 0000, delete R0;
- continue until you have no more Rx left;
- download and install
Remove unused vertrex groups addon ( type in 0, choose Purchase, follow the instructions. Open the file, move 270 on your desktop. File - Preferences, Addons. Install from file, choose .py). Remove unused vertex groups on all meshgroups;
- save, import back into ymBody_JacketSurplusPantsCargo