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Post by holdmyapplejuice on Nov 13, 2023 7:29:45 GMT -5
hi, i'm a noob cc maker and when i parent my mesh to the armature, it crashes, otherwise i have sleeves that go all over the place, i've even tried to remove unused vertex groups, once i made my own shirt, i didn't workying to convert this mmd mesh (distributed with mmd program files and here are the affected files, please tell me how do this like i'm 5 or something, i'm not good with bone or vertex drive.google.com/drive/folders/1AS3YPgrm7aSzdizWXx2-lFz-MGlOFlqk?usp=drive_link
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Post by mauvemorn on Nov 13, 2023 8:07:12 GMT -5
Hi. You need to enable sharing for us to be able to access the mesh
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Post by holdmyapplejuice on Nov 13, 2023 8:10:29 GMT -5
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Post by mauvemorn on Nov 13, 2023 16:32:03 GMT -5
1. It should not be parented to the rig - expand the rig, select s4studio_mesh_1; - Object - Parent - Unparent;
2. After transferring weights in blender 2.76 - 2.79 or 3.61, always use Clean tool with all groups. If you're using 3.61, get a newer version of 3.6x, they fixed this bug You should always use Limit total as well
3. If this is an accessory, it should not contain body parts. Right now the body parts' data is messed up, so you need to delete them regardless
4. It has no proper uv_1 and is not vertex painted, so it wont morph right. The third map should be deleted
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Post by holdmyapplejuice on Nov 14, 2023 9:18:51 GMT -5
oh okay, this is supposed to be a clothing top, problem is i don't know how to do a uv_1, i'm on blender 3.6.5, thanks though, it does have it's own texture
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Post by mauvemorn on Nov 14, 2023 14:03:09 GMT -5
- in uv editor enable sync, press B, select all uvs of the body, in 3d view press Delete, choose Faces; - click on v button, choose Delete all vertex groups; - delete color0 and all uv maps beside uv_0; - save, close; - clone ymBody_EF90ModernHanbok, export the blend, open, join all meshgroups into one with ctrl J, rename to reference; - append your garment; - transfer all data from the reference - Unhide the reference. It must be visible* ( eye icon ) and selectable* ( cursor icon );
- Ignore;
- Ignore;
- 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 UVs, choose uv_1 in Layer selection ( don't forget, otherwise uv_0 will be overwritten as well);
- Click on Generate data layers*;
- Apply the modifier.
* Data will not transfer if you will forget to do these steps!!! | |
- switch to Edit mode, select everything, Mesh - Weights - Clean, choose All groups; - Mesh - Weights - Limit total; - delete the reference; - expand the rig, make top visible and selectable, select it, in 3d view press Shift D to duplicate, Esc to confirm; - select top.001, select all areas of the body covered by clothing, delete; - in edit mode select everything with A, Mesh - Merge - By distance; - in this order: select top.001, the, you garment, join with ctrl J; - assign the template to uvs, put them into the designated area; - give the mesh cut 0000, save; - clone a swimsuit made of one meshgroup, import it there, recategorize
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Post by holdmyapplejuice on Nov 14, 2023 14:12:01 GMT -5
thanks, you're a lifesaver, i did redo the whole mesh with a different cas part but I'll save this for later! now i just have to weight paint things correctly
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