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Post by liijoue on Sept 9, 2023 20:19:32 GMT -5
Hi I need help with understanding why my package is totally broken in game even thought it looks fine in Blender and S4S. I'm a beginner at making CAS items but I'm not not new to making build/buy objects. I seem to have made a fundamental mistake specific to CAS items, but I'm not sure what I did wrong exactly. I'm having a really hard finding relevant tutorials because I don't know what part I messed up, so any help is appreciated! image: ibb.co/TLqQMwNpackage: drive.google.com/drive/folders/1u-AqMQIrgndIX5hJsvLLfHJywr5hULnV?usp=drive_linkI tried cloning a different EA item but that only made it worse, so I think something is wrong with my mesh or my process.
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Post by BokchoiJo on Sept 9, 2023 22:23:48 GMT -5
HI, if the mesh is not deforming there's probably a problem with the vertex weight. Have you transferred the weight from similar looking maxis mesh?
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Post by mauvemorn on Sept 10, 2023 1:27:06 GMT -5
Hi. The mesh is floating because you're transferring weights with the wrong settings. You need to change Active to By name, otherwise only the weights from one vertex group are transferred. Doing a few more steps will give you the best result See the distortion at the very bottom of the pants? This happens when you import a blend affected by foot bones into a package that does not contain them. The pants cover the ankles, so they should be affected by these bones. However, you need to clone something that also is affected by them. Those type of items are split into meshgroups at the bottom, so you'll need to split your garment the same way as well
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Post by liijoue on Sept 13, 2023 17:09:46 GMT -5
HI, if the mesh is not deforming there's probably a problem with the vertex weight. Have you transferred the weight from similar looking maxis mesh? BokchoiJo Thank you, this was helpful to know which part my mistake was! Since build/buy objects don't usually care about weight transfer, I don't fully understand the whole weight thing. I was able to make some improvements following a weight transfer tutorial, but I am still having issues. I think it has to do with the maxis item i'm cloning, since it was a lingerie outfit. If I have to clone a "similar looking" maxis item, there is no base game option with 3/4 length sleeves and full-length pants. The closest option is the cafe uniform with t-shirt, but it has 7 mesh groups. I'm confused about mesh groups, since it's handled a bit differently than build/buy objects. If I try to import my mesh as 1 mesh group, it's as if the original maxis mesh is still there. I've been having a hard time trying to find info on how to work with full-body outfits with so many mesh groups.
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Post by liijoue on Sept 13, 2023 17:25:37 GMT -5
Hi. The mesh is floating because you're transferring weights with the wrong settings. You need to change Active to By name, otherwise only the weights from one vertex group are transferred. Doing a few more steps will give you the best result See the distortion at the very bottom of the pants? This happens when you import a blend affected by foot bones into a package that does not contain them. The pants cover the ankles, so they should be affected by these bones. However, you need to clone something that also is affected by them. Those type of items are split into meshgroups at the bottom, so you'll need to split your garment the same way as well This is very helpful! I will have to do some more work to fix the problems. You're correct, part of my problem is the foot bone, since I didn't use a maxis package that had the same length pants. I also got confused about mesh groups, so I tried to merge everything into 1, but this created other issues. So if I'm understanding correctly, what I must do is clone a fullbody EA item that has full-length pants, and 3/4length sleeves. And I must split my mesh into mesh groups matching the original mesh? At which point do I do the weight transfer? I thought this would be an easy project, since it's just combining two EA meshes, but it seems I made a lot of mistakes. Thank you for helping!
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Post by BokchoiJo on Sept 13, 2023 21:46:04 GMT -5
Hi, I could be wrong here but from the couple of outfit I made I think different sleeve length doesn't matter much but the pants length does matter. Have you tried using yfBody_EF15CardiganCableKnitLayered or yfBody_TrackSuit or others that have same length pants & try finding one with the least amount of meshgroup/cut so it's faster to replace each meshgroup. For the meshgroup itself you have to split your mesh around the same area as your reference mesh. You need the same amount of meshgroup as your reference mesh & you need to put in the same cut number as the reference. After that don't forget to delete the reference mesh so S4S would know which mesh to import to the package. S4S sees the cut number to know what mesh is used to replace the original mesh.
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Post by mauvemorn on Sept 14, 2023 1:18:04 GMT -5
Yes, sleeve length does not matter and you dont have to split them. You have to split the pants because of those foot bones, only the lowest meshgroup of long pants has them. Go with yfBody_Jumpsuit
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Post by liijoue on Sept 14, 2023 12:12:26 GMT -5
mauvemorn BokchoiJoThank you so much to both of you! I was able to fix my cc and I feel more confident to make CAS cc now. You're both great!
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