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Post by freegancreations on Aug 16, 2023 22:29:11 GMT -5
Hello, I have been able to make 4 frankenmeshes without any issues. Today I tried to make one and it has giant spikes coming from it. I tried replicating it from the start. I tried looking up tutorials but haven't found one that I can follow well. It may be because I have some hard learning disabilities and very dyslexic, IDK. But I am having issues trying to find something that doesnt seem like its missing steps? Im very new to this and trying to figure it out on my own but Im losing my mind.
Please, for the love of everything good in this world... please help me!
I've been trying for 6hrs in hyperfocus, but I feel like im dying emotionally. Thank you for any help you can give and if you can find videos that show you how to do it in 2.76b (as suggested in the Blender options to use) I would be forever grateful!
Thank you for listening to my cries for help!
-Ashley
Heres a Link with both the package and a Screenshot! Thank you again!
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Post by simmerish20 on Aug 17, 2023 1:30:34 GMT -5
"Spikes" tend to be vertices that have the wrong bone weights. It's also possible they haven't been assigned, or have been assigned to the wrong bones. You'll need to check your weight painting for the places in the clothing the spikes are coming from. Most tutorials that show how to make clothing meshes for TS4 should have a section on how to do vertex weight painting (you've likely already done this if you've made new parts from scratch for a mesh).
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Post by mauvemorn on Aug 17, 2023 3:41:29 GMT -5
Hi. It is a bit different situation with cas clothing. You made a dress affected by skirt bones, but started a package from a swimsuit not affected by them. The dress distorts where skirt bones are. Clone DressPanels and import your blend there. Be aware that it has 2 meshgroup in lod1
You should start a package and transfer all data from the same item, the closest to yours in shape. This will prevent 99% of problems
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Post by freegancreations on Aug 21, 2023 18:16:33 GMT -5
Hi. It is a bit different situation with cas clothing. You made a dress affected by skirt bones, but started a package from a swimsuit not affected by them. The dress distorts where skirt bones are. Clone DressPanels and import your blend there. Be aware that it has 2 meshgroup in lod1
You should start a package and transfer all data from the same item, the closest to yours in shape. This will prevent 99% of problems Hello, Thank you for responding. I'm learning this on my own and have tried finding videos, but I don't seem to get ones that explain how exactly to do it if that makes sense. Most expect you to already know most of it. Do you know of anyone that has a tutorial I can follow for it or would you be able to leave a more detailed explaination? Im so sorry to ask but I'm really struggling. I really appreciate the reply! Thank you!
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Post by freegancreations on Aug 21, 2023 18:20:31 GMT -5
"Spikes" tend to be vertices that have the wrong bone weights. It's also possible they haven't been assigned, or have been assigned to the wrong bones. You'll need to check your weight painting for the places in the clothing the spikes are coming from. Most tutorials that show how to make clothing meshes for TS4 should have a section on how to do vertex weight painting (you've likely already done this if you've made new parts from scratch for a mesh). Hello, thank you for responding! Most of the videos I found on this told me to use the swimsuit and append the other meshs together. They haven't gotten into it. I just found out by googling, but the person who told me didn't have tutorials. They honestly said they learned from college courses and to go back to college to do it. I wish that was an option for me but it isn't. Do you have any suggestions for better tutorials for this? I've tried googling them but I end up finding ones for other programs or for other games. Maybe its just me and I have completely lost it now. lol I've always been a fast learner and I'm seriously struggling. Even my fiance tried to find answers for me, but nothing worked that I found. :( If you can help in anyway, I would greatly appreciate it!
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Post by Fwecka (Lolabellesims) on Aug 24, 2023 7:25:06 GMT -5
Hi. I've got a tutorial in my signature. It's 100% information from Mauvemorn so you should always take her advice over mine. It's for Blender 2.78 but the method is essentially the same. It's also geared toward Marvelous Designer but you can use any mesh for this. (I really need to update the thing if I'm going to keep suggesting it). simmerish20 is correct. Whenever you see mesh parts shooting into space it's always, always, always the weight paint. Doesn't matter if it's a CAS item or a bed or sofa. If the item uses weight paint and you see parts shooting out it's the weights. Here are some specific notes for your project:* Clone something that has skirt bones as your item is shaped in such a way that it will need skirt bones. As Mauvemorn says, you can clone DressPanels for this. * Transferring the uv_1 is different in newer versions of Blender. Here's a screenshot that Mauvemorn has posted. Note that you have to click the apply button to make this work. In the screenshot, on the right side, you'll see where it says "your reference mesh" and above it is an arrow pointing down. Click that and select "apply" to apply the modifier. Use this screenshot instead of the one in my tutorial. * For transferring weights, use this screenshot instead of mine. Evidently, you have to use the clean function in addition to the limit total function. You can ignore the left side of this screenshot unless the mesh you're trying to use isn't selectable. In this case, the person was using one of the rig's body parts to transfer weights, and by default, the rig's body parts are not selectable. You could click on them all day long but you wouldn't be able to do anything with them until you make them selectable. * I'm not sure how to vertex paint a mesh in newer versions of Blender. I think it's the same as in older versions. mauvemorn , could you confirm this? * Unfortunately, I've yet to learn how to bake an ambient occlusion map in newer versions of Blender so I'm of no help with that. You could easily do this in Blender 2.70 +, however. It's just a texture that you bake and then export. You'll use this texture to help make your diffuse. * Apparently, the Draw Other Objects feature doesn't exist in newer versions of Blender. This cheeses me off. I loved that feature. :( Everything else in my tutorial is the same. To sum it all up, your mesh needs--* a uv_1 map (needed to make sliders work in the game) * vertex paint (also needed to make sliders work in the game) * weight paint * cut numbers (this is something Studio requires) Hopefully, I haven't confused you.
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