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Post by AdelarSims on Oct 18, 2023 10:22:55 GMT -5
hello! my first time making an acc from an object because it seemed easier for me than making from scratch. looks fine in blender and studio, but in cas it floats, doesn't move with head and looks terrible. what should i do to make this part of the mesh forget that it was an object and be a normal cas thing? i usually use blender 2.7, but i have 2.8 and 3.2. i don't know much and what's where so please explain like i'm five package and blend file: drive.google.com/drive/folders/1U7pXvrj1eB7xhNNDkTZYKqeCD9OaMA3x?usp=sharing
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Post by mauvemorn on Oct 18, 2023 12:32:48 GMT -5
Hi. It must be assigned to the head bone. Also, delete uv_1 and vertex paint the mesh with black to disable morphing - create a new vertex group with +, double-click to rename, paste b__Head__ - in edit mode select the whole mesh with A, assign it to the head bone - delete uv_1 with - button; - switch to vertex paint mode, click on the color, choose black, press Shift K to flood the mesh with it;
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Post by AdelarSims on Oct 18, 2023 16:12:08 GMT -5
- switch to vertex paint mode, click on the color, choose black, press Shift K to flood the mesh with it; thank you! did everything you said but failing at vertex painting. i'm just making the color black here, but then shift K doesn't do anything, am i missing a step or a click somewhere? when i'm trying to paint over it manually, nothing also happens
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Post by mauvemorn on Oct 18, 2023 16:17:33 GMT -5
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Post by AdelarSims on Oct 18, 2023 17:16:00 GMT -5
it doesn't make the object any other color... yours is green and mine is just white as it was before, i can't get the color to apply to it. i feel dumb and ashamed to ask further :( maybe i must, idk, select the object first somehow?
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Post by mauvemorn on Oct 19, 2023 3:03:40 GMT -5
-change shading to solid; - change the color; - Paint - Set vertex color If the mesh wont turn black, share your updated blend please
Edit: oh wait, i think you updated it. Everything should work as intended then
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Post by AdelarSims on Oct 19, 2023 7:40:45 GMT -5
-change shading to solid; - change the color; - Paint - Set vertex color If the mesh wont turn black, share your updated blend please
Edit: oh wait, i think you updated it. Everything should work as intended then
oh. ohhh! yeah, i understand why nothing happened, i was in a texture viewpoint mode instead of solid. now i see it, and it worked! now lemme update the package and check it in cas. P.S. IT WORKS!!! thank you so much for the help, you're an angel 🌺 edit: what can i do to assign it to move together with lips? because right now it sticks through lips and doesn't look good when i the mouth up and down,it's just placed firmly on the face, and of course i need it to stay between lips edit2: wait, i'm silly, i'll just download some mouth piercing and check vertex groups there. edit3: i did it! i'll leave it here in case someone will be looking to solve the same problem: i added b__CAS_LowerMouthArea__ vertex group and colored it red, now it perfectly moves with lips thank you so much again for the help and patience and detailed screenshots ❤
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Post by mauvemorn on Oct 19, 2023 8:48:23 GMT -5
b__CAS_LowerMouthArea__ is a slider that makes lips bigger, so if you want it to follow animation, you need to sample weights from the nearby area on the head itself
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Post by AdelarSims on Oct 19, 2023 9:06:34 GMT -5
b__CAS_LowerMouthArea__ is a slider that makes lips bigger, so if you want it to follow animation, you need to sample weights from the nearby area on the head itself i transferred weights from the wheat straw accessory, it does get wider and narrower with mouth, but not terribly. how do i do it properly so it follows animation and moves with the mouth without getting wider? i don't know how to sample weights
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Post by mauvemorn on Oct 19, 2023 11:05:57 GMT -5
Well, you have two options. One is to transfer weights from a specific vertex and remove unused ones with a plugin. Another is to add them manually as you've already done - expand the rig, make the head_2 selectable; - select it, switch to edit mode (TAB); - disable Limit selection to visible, select a vertex closest to it, you'll see what bones affect it; - select the first bone in the list, in the vertex group list double-click to rename it, copy the name, enter its value; - select the stick, in edit mode select all of it with A, rename the head bone to b__L_Mouth__, click Assign; - repeat with other bones, while changing values. I guess you could try assigning it to b__CAS_LowerMouthArea__ as well. Does not make sense for the stick to become bigger with lips, but otherwise it will clip into them, so...; - if you do not want that, you could try renaming b__CAS_LowerMouthArea__ to b__Head__ and see how the mesh will behave; - if still not good, delete the head bone and normalize all with unchecked Lock active Normally, the adaptation process is very easy and does not require jumping over hoops. So if the goal is to learn how to do something rather than create a specific item, you should pick something that exists among maxis ones. Then you simply transfer all the data and thats it. These maneuvers wont really teach you much
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Post by AdelarSims on Oct 19, 2023 11:59:28 GMT -5
Well, you have two options. One is to transfer weights from a specific vertex and remove unused ones with a plugin. Another is to add them manually as you've already done - expand the rig, make the head_2 selectable; - select it, switch to edit mode (TAB); - disable Limit selection to visible, select a vertex closest to it, you'll see what bones affect it; - select the first bone in the list, in the vertex group list double-click to rename it, copy the name, enter its value; - select the stick, in edit mode select all of it with A, rename the head bone to b__L_Mouth__, click Assign; - repeat with other bones, while changing values. I guess you could try assigning it to b__CAS_LowerMouthArea__ as well. Does not make sense for the stick to become bigger with lips, but otherwise it will clip into them, so...; Normally, the adaptation process is very easy and does not require jumping over hoops. So if the goal is to learn how to do something rather than create a specific item, you should pick something that exists among maxis ones. Then you simply transfer all the data and thats it. These maneuvers wont really teach you much I'm ashamed but i did not understand the "repeat with other bones, while changing values" step. i mean i understood how to see the value of the bone, but how do i decide what should i change to what? tried renaming b__CAS_LowerMouthArea__ to b__Head__ and seeing how the mesh will behave as you told, it misbehaved stopped moving with the mouth altogether It's already fine, so if i end up having to keep it as is, it'll be fine, it gets bigger with lips but not in an absolutely ugly way, it's tolerable. sadly, all cc items that i found (from 3 different creators) have the same problem, i would take the maxis one and transfer weights but sadly lip piercing exists as a category but there are no maxis items in it.
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Post by mauvemorn on Oct 19, 2023 12:52:29 GMT -5
If a stick is assigned to the head bone, it will move with the head bone only. If the head's bone value is 0.5, it will affect the stick in half its strength. This is the idea behind how weights work. You want the whole stick to move exactly like that one selected vertex. That vertex is affected by b__L_Mouth__ by 0.173, so it follows this bone to this extent. b__LoLip__ affects it by 0.463, so almost in half its strength, etc.
- select the stick, rename b__Head__ to b__L_Mouth__, change value to 0.173, click assign; - create a new bone, name it b__CAS_LowerMouthArea__, value to 0.114, assign ( or replace it with b__Head__ ); - create b__LoLip__, value to 0.251, assign; - create b__L_LoLip__, value to 0.463, assign - the sum of these weights is not actually 1, but thats ok, s4s will normalize them
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Post by AdelarSims on Oct 19, 2023 13:23:56 GMT -5
If a stick is assigned to the head bone, it will move with the head bone only. If the head's bone value is 0.5, it will affect the stick in half its strength. This is the idea behind how weights work. You want the whole stick to move exactly like that one selected vertex. That vertex is affected by b__L_Mouth__ by 0.173, so it follows this bone to this extent. b__LoLip__ affects it by 0.463, so almost in half its strength, etc. - select the stick, rename b__Head__ to b__L_Mouth__, change value to 0.173, click assign; - create a new bone, name it b__CAS_LowerMouthArea__, value to 0.114, assign ( or replace it with b__Head__ ); - create b__LoLip__, value to 0.251, assign; - create b__L_LoLip__, value to 0.463, assign - the sum of these weights is not actually 1, but thats ok, s4s will normalize them thank you! for some reason, i can't assign a different value to each bone, when i click on any of them and change the value and click assign, then i click on any other, and it has the same value. i hoped that locking them would help but nope. what am i doing wrong?
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Post by mauvemorn on Oct 19, 2023 14:22:07 GMT -5
You need to enter a new value manually before assigning it
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Post by AdelarSims on Oct 19, 2023 17:20:56 GMT -5
You need to enter a new value manually before assigning it wait, i think i might have had a clown moment. i thought the box where i enter the value displays the assigned value of each bone, but apparently it's just for entering numbers and not an indication of assigned value? how can i see the value of the bone to check if i did everything correctly? i don't see the "vertex weights" thing like on your screenshot where you found the value of the closest vertex anymore, there's a different thing there (updated the file in the folder just in case) edit: for some reason it's invisible in cas after these changes 😅
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