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Post by meriberry on Dec 28, 2023 17:26:23 GMT -5
So I'm working on a mesh that has fur on it. I duplicated the fur on the wrists and moved it to the ankles cause I wanted it there too, but for some reason in my game the right ankle fur is not appearing, even though it appears on S4S. The left ankle fur shows fine in game. I checked the weight since I thought that could be the issue, but I already assigned it to the right calf, so I'm not exactly sure the issue. Can someone point me in the right direction? Blender File
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Post by BokchoiJo on Dec 28, 2023 21:20:01 GMT -5
Hi, try to move the uv_1 of the ankle fur to the correct space. Right now the uv_1 of the ankle fur is still in the wrist area since you duplicate it from the wrist. And try deleting unused vertex group like the toe, pinky, etc. That's all I can think of right now, hope it helps.
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Post by meriberry on Dec 28, 2023 22:31:48 GMT -5
Hi, try to move the uv_1 of the ankle fur to the correct space. Right now the uv_1 of the ankle fur is still in the wrist area since you duplicate it from the wrist. And try deleting unused vertex group like the toe, pinky, etc. That's all I can think of right now, hope it helps. Hey, thanks for the response! How can you tell the uv_1 is in the wrist area? Can you show me/explain what you're seeing? (I tried looking at this beginner accessory tutorial again for a refresher, but the uv_1 part still confuses me.)
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Post by meriberry on Dec 29, 2023 0:00:40 GMT -5
Hi, try to move the uv_1 of the ankle fur to the correct space. Right now the uv_1 of the ankle fur is still in the wrist area since you duplicate it from the wrist. And try deleting unused vertex group like the toe, pinky, etc. That's all I can think of right now, hope it helps. Do you know if is there any good duplicating/mirroring meshes tutorials on this forum? Ultimately it's the one thing that always gives me problems so I try to avoid doing it, I think I just need it explained to me like I'm 4 lol. I franken-meshed 4 different hairs into one today and it went smoothly since there was no duplicating/mirroring involved, but just attempting to duplicate this little accessory on the wrist to the ankle is taking me hours because I can't figure out how to make it appear in game
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Post by meriberry on Dec 29, 2023 1:24:54 GMT -5
Hi, try to move the uv_1 of the ankle fur to the correct space. Right now the uv_1 of the ankle fur is still in the wrist area since you duplicate it from the wrist. And try deleting unused vertex group like the toe, pinky, etc. That's all I can think of right now, hope it helps. WOW okay sorry to spam but after messing around I finally figured out what's causing the problem. For some reason, assigning the mesh to b__R_Calf__ does not work at all! However, if I assign the right ankle fluff to any other vertex group it will work for that one. I've never encountered this kind of problem before, how do I get b__R_Calf__ to work?
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Post by mauvemorn on Dec 29, 2023 11:28:23 GMT -5
Hi. - open the blend, expand the rig, make "top" and "bottom" selectable; - select "top", in 3d view press Shift D, then Esc to duplicate, repeat with "bottom"; - select top.001, shift-select bottom.001, join with Ctrl J; - rename this item to Reference; - select this fur, add data transfer modifier, set it up like this; - then in Edit mode select everything, Clean with All groups and Limit total ( ignore the last frame )
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Post by meriberry on Dec 29, 2023 12:24:38 GMT -5
Hi. - open the blend, expand the rig, make "top" and "bottom" selectable; - select "top", in 3d view press Shift D, then Esc to duplicate, repeat with "bottom"; - select top.001, shift-select bottom.001, join with Ctrl J; - rename this item to Reference; - select this fur, add data transfer modifier, set it up like this; - then in Edit mode select everything, Clean with All groups and Limit total ( ignore the last frame ) Hey Mauve, thank you so much for this tutorial! I followed this tutorial making sure I did every step exactly as you said (except for the last frame ofc) and for some reason the right ankle fur still isn't working on b__R_Calf__. Something interesting did happen though where the mesh looks black in weight edit mode, but otherwise nothing changed in game. This is the newest package and blender file, can you show me where I went wrong?
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Post by mauvemorn on Dec 29, 2023 15:00:38 GMT -5
Uvs look very strange, like it received uvs from something with the head instead of torso
Also, you must not manually edit weights after transferring them in this case, it defeats the whole purpose of doing this in the first place
Re-transfer everything again but a bit differently this time since most vertex groups were removed - add data transfer - choose Reference as source object - enable Vertex data, choose Nearest face interpolated; - enable Vertex groups; - enable Face corner data, choose Nearest face interpolated; - enable UVs, choose uv_1 in both drop downs; - enable Generate data layers ( at the bottom of the modifier, will create missing vertex groups); - apply - Clean with all groups and Limit total
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Post by BokchoiJo on Dec 30, 2023 0:26:49 GMT -5
Hi, for mirroring or duplicating I don't know much in Blender since I usually edit my mesh in different software but I think you can use the mirror modifier to do it. To check uv_1 select your mesh & go to Edit mode. Select the uv_1 from the UV Maps drop down on the right side menu. Now go to the UV image editor window & turn on the uv sync button. If you select the vertex on the model it would show the selection in the uv window too. If you select the wrist & ankle fluff it is overlapping (The screenshot is after transferring uv_1, if you check your old mesh you can see the overlapping). To fix this you can transfer the uv_1 from the body mesh.
Follow mauvemorn tutorial on how to transfer vertex group & uv_1. The uv_1 should look something like this after the transfer. If you morph the ankle the fluff should morph accordingly.
Now for the disappearing R ankle fluff it is a bit weird. After some testing the problem could be from the package itself so i tried making a new package but I'm using bracelet as a base not acne. I use the same mesh (mesh which has the new vertex group & uv_1 after following mauvemorn tutorial) & texture from the old one & it seems to work fine in the game. The black finger is from the diffuse texture, you just need to clear unneeded texture from it. And 1 last thing you might want to decimate the model so it doesn't have so many polygon. 20k poly is too much, try reducing it to maybe below 5000 poly for LOD0.
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Post by meriberry on Jan 13, 2024 3:21:19 GMT -5
Hey, thank you so much for your in depth answer and I ended up making a new package like you said with my mesh and it works perfectly, I guess something was just off with the last package for some reason. Haha, if you can believe it the dark fingers are on purpose LOL. I was basically trying to make hoof fingers for my ram character. I definitely lowered the polygons on the mesh now that everything's fixed. Appreciate everything that you guys gave me advice on
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