|
Post by ronniebret on Oct 30, 2023 17:00:26 GMT -5
|
|
|
Post by BokchoiJo on Oct 30, 2023 20:48:50 GMT -5
Hi, that might be a uv_1 issue. Have you transfer uv_1 from the body mesh to the bow? And can you upload the package so other can check it.
|
|
|
Post by ronniebret on Oct 31, 2023 13:04:07 GMT -5
Hi, that might be a uv_1 issue. Have you transfer uv_1 from the body mesh to the bow? And can you upload the package so other can check it. Hi! Thank you so much, you helped me a lot. Sorry for not answering earlier, I tried to fix it myself before asking again and now I have another problem😅. The right bow looks pretty fine, but the left bow doesn't. I even tried to change the bows position, but it didn't help. I've been struggling with this top for several days now and I'm thinking about just giving it up and starting something new, but I'd be glad if you could help. Sorry I'm new to this. drive.google.com/file/d/1fZ4Td5Yx-Wc3_sYmq6v4cgfgOBFnqr2g/view?usp=sharing - here is the package file.
|
|
|
Post by mauvemorn on Oct 31, 2023 14:34:47 GMT -5
Hi. How the mesh should behave in-game depends on its location. So when you change the location, you should also change everything responsible for how it behaves. - separate the bows from the garment; - select the bows, add data transfer modifier, choose the garment as Source object, set it up like this, apply - Unhide the reference. It must be visible ( eye icon ) and selectable ( cursor icon );
- In Modifiers tab add Data transfer modifier;
- Choose Reference as Source object;
- Enable Vertex data and expand it;
- Enable Vertex groups;
- In Mapping choose Nearest face interpolated;
- Enable and expand Face corner data;
- Enable Colors;
- Shift-click to enable UVs as well;
- In Mapping choose Nearest face interpolated;
- Expand Colors, choose color0 in both Layer selection and layer mapping;
- Expand UVs, choose uv_1 in Layer selection and Layer mapping;
- Apply the modifier.
| |
- join the bows back with the garment
|
|
|
Post by BokchoiJo on Oct 31, 2023 23:09:21 GMT -5
The vertex weight for the left bow (the sunken one) is assigned to only 1 bone while the right bow is assigned to multiple bone. Transfer the vertex weight from the body mesh to the bow. Follow what mauvemorn posted & it should resolve the issue.
|
|
|
Post by ronniebret on Nov 1, 2023 7:52:35 GMT -5
Thank you!
|
|
|
Post by ronniebret on Nov 2, 2023 14:46:39 GMT -5
Hi! I did all of this, but it still looks the same. Can it be because the left bow was mirrored (I flipped the normals)?
|
|
|
Post by mauvemorn on Nov 2, 2023 15:46:20 GMT -5
If everything is still the same, it means either the data did not transfer or the blend was not imported. Share the updated blend and package files please
|
|
|
Post by ronniebret on Nov 2, 2023 15:56:48 GMT -5
|
|
|
Post by mauvemorn on Nov 2, 2023 16:27:44 GMT -5
Ah, you're using the old blender. Open the blend, switch to Weight paint, no need to re-transfer weights, just click on Clean, choose All groups, then use Limit total
|
|
|
Post by ronniebret on Nov 3, 2023 13:28:33 GMT -5
Thank you! It helped.
|
|