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Post by nekito on Aug 31, 2023 19:37:46 GMT -5
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Post by Fwecka (Lolabellesims) on Sept 1, 2023 3:55:27 GMT -5
Hi. I haven't done anything like this (yet. I've got plans for armor) but I can tell you that the rig needs to match up with the body. If you look at the mascot outfits you'll see that the rig for the legs matches up with the outfit's legs and the hands' rig matches with the outfit's hands. You just need to extend the rig. There may be more. I remember seeing a post about this and when I find it I'll share the link. As for the hole, try closing the hole in the neck of the body. Unwrap the new geometry and put its UV island somewhere on the texture. Edit: I cannot find it. I've searched every term I can think of with no luck. It was something that was answered by mauvemorn and it was a couple of years ago. What I can't remember is if you have to do more with the rig than just move it. Anyway, to close the neck hole, hold shift + alt and select the edge around the neck. You'll have to press alt + A and go into X-ray mode to grab everything. alt + A again to turn off X-ray mode. E to extrude. M > at center. Select the new geometry and press M > by distance to remove doubles. This will ensure that it unwraps as one island. U > unwrap it then resize the island and put it on the texture somewhere. I should add that there are sharp edges in your mesh where you don't want them. After closing the neck hole, press A to select the whole mesh (in edit mode), then M > by distance. In the UV editor, press A, then UV > seams from islands. Edge select mode, in the 3D viewport select one edge, select > select similar > seam. This will select all of the marked seams. Then edge > mark sharp. Add an edge split modifier. Be sure to uncheck edge angle. This will split the seams that are marked sharp.
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Post by mauvemorn on Sept 1, 2023 5:33:46 GMT -5
Hi. - append the head into the scene with the body, join both; - in edit mode select everything and remove doubles with merge distance set to 0.0001; - vertex paint the mesh with black, this will disable morphing. Your mesh is very different from the human body, so the uvs transfer very badly and it rips the mesh and creates holes; - separate the head again; - use Remove unused vertex groups addon to remove them from both groups ( 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 both meshgroups); - delete the head, save the blend; - undo the head deletion, delete the body, save under a different name
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Post by nekito on Sept 1, 2023 10:53:59 GMT -5
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Post by mauvemorn on Sept 1, 2023 12:46:50 GMT -5
Try restarting the body package by cloning ymBody_EF10Noctis again and reimporting everything there, if you havent done that after fixing weights
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Post by nekito on Sept 1, 2023 16:00:09 GMT -5
That’s what I did but it gave what I showed you in pictures. Is the cc normal for you ?
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Post by Fwecka (Lolabellesims) on Sept 2, 2023 3:42:29 GMT -5
That’s what I did but it gave what I showed you in pictures. Is the cc normal for you ? Checked it just now. The neck of the gorilla suit is shooting off into space which means it's an issue with weights. Anytime you see parts of a mesh shooting out like that it's always weights. You may have better luck with holes showing if you close the hole in the neck. I say this because the EP10TownMascot has the neck closed. Closing the neck will help with holes showing but you still having the problem with the weights. Mauvemorn, sorry to bug you about this, I can't find that post of yours regarding stretching the rig to fit long arms. Is stretching the rig enough or do you have to apply the pose as the resting pose or do something similar? Always I have to come back and edit my posts because I forgot something. Currently, the gorilla cooks with his elbows 🤣 It's fun but if you don't want that you have to stretch the rig so that the rig's hands are in the gorilla's hands. And in live mode I'm seeing a hole in the side of the head that shows the sim's tongue. Editing the ExcludePartsFlag in the gorilla's head will help with that. The mascot's ExcludePartsFlag is 000000101FFFFD1E.
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Post by mauvemorn on Sept 2, 2023 12:21:36 GMT -5
The hole is fixed. It was caused by differences in weights, so removing doubles removed them The distortion happens because ( and in the place where) the mesh is affected by some bone that is not present in the original package. I think that bone is b__CAS_JawComp__, so you should remove it from the body. You need to assign the border edges of both the body and the head to the head bone - if you want the arms to move better, re-transfer weights after editing the reference like this; You should adjust the rig that comes with the hanbok instead of adjusting the mesh of the hanbok - make the rig visible and selectable - select the shoulder bone, press R to rotate; - press S X X to scale it along the length of the arm; - apply the armature modifier - delete b__CAS_JawComp__ with - button; - Normalize all; - Alt click to select this edge loop; - assign it to the head bone; - assign the same edge loop on the head to the head bone
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Post by Fwecka (Lolabellesims) on Sept 3, 2023 3:22:02 GMT -5
The hole is fixed. It was caused by differences in weights, so removing doubles removed them The distortion happens because ( and in the place where) the mesh is affected by some bone that is not present in the original package. I think that bone is b__CAS_JawComp__, so you should remove it from the body. You need to assign the border edges of both the body and the head to the head bone - if you want the arms to move better, re-transfer weights after editing the reference like this; You should adjust the rig that comes with the hanbok instead of adjusting the mesh of the hanbok - make the rig visible and selectable - select the shoulder bone, press R to rotate; - press S X X to scale it along the length of the arm; - apply the armature modifier - delete b__CAS_JawComp__ with - button; - Normalize all; - Alt click to select this edge loop; - assign it to the head bone; - assign the same edge loop on the head to the head bone Thanks Mauvemorn. It's not the post I was thinking of but the likely it contained the same info, anyway.
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Post by nekito on Sept 3, 2023 17:42:59 GMT -5
Thanks for your answers Mauvemorn and Fwecka, it worked ! This cc was driving me insane XD I'm going to deal with this one now: drive.google.com/file/d/1jTN0SFLujwDrQf91dS5dH8TUTGCMKVIA/view?usp=sharingI hope he doesn't cause me as much trouble as the gorilla. Btw, I think it’s another subject, but I didn’t know it was possible to modify the rig for characters who have different bodies. I thought the game did not accept any other rig except the one proposed by the game. So it is possible to create special rig for particular characters ? Isn’t that gonna change the rig of all the characters in the game ?
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Post by mauvemorn on Sept 3, 2023 17:46:54 GMT -5
There’s one rig for adults, so if you were to modify it, all humans would behave this way. Also, you may need to modify many animations as well
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