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Post by BammBamm on Jan 2, 2024 20:47:09 GMT -5
Now that I have gotten a hang of the basics when it comes to accessories, I'm trying to move onto bigger fish like these shoes I'm making. It is going alright, but I have across some issues. The main one is that the bottom part of a leg I deleted is showing through the boot I made. Package fileBlend.Misc Info:
1. S4S version: 3.2.0.3 (Star) 2. Blender version: 3.3.2 3. Issue: Parts of body I deleted is showing in-game ----- ----- This is how it's supposed to look like: This is how it looks like in-game: (They are thigh high boots, yet as you can see the bottom part of the legs I deleted are still there. The package is no where near complete, but the mesh is done save for the weighting I haven't finished. If someone can help explain why the positioning of my right boot is out of place and why my mesh isn't moving with the sliders as well, I'd greatly appreciate it.) Thank you in advance to whoever ends up helping!
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Post by BokchoiJo on Jan 2, 2024 23:07:40 GMT -5
Hi, whenever you see a CC that is floating or penetrating the body it's usually because of the weight or uv_1. The weight (vertex group) is responsible for how the mesh move with the body like bending knees etc. The uv_1 is responsible for the morphing like making the sims fatter, muscular or making the thigh & calf bigger. In your case, the weight for the left leg isn't transferred correctly. The uv_1 isn't transferred either. You haven't transferred the vertex color too (this is why your mesh isn't moving with the slider). So try transferring the weight, uv_1 & vertex color.
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Post by BammBamm on Jan 2, 2024 23:20:36 GMT -5
Hi! Thank you for helping.
The problem is that I've spent like 4 hours doing just those things... The things I did for the right leg I did the same for the left. So I am a bit confused what I am doing wrong.
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Post by BokchoiJo on Jan 2, 2024 23:25:06 GMT -5
If you go to weight paint mode & compare the L_calf & R_calf weight or any other part it looks different. Just transfer the weight from the body mesh.
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Post by BokchoiJo on Jan 2, 2024 23:43:31 GMT -5
You can follow this step from mauvemorn, but instead of copying the top & bottom you would copy the bottom & feet mesh.
Don't forget to apply the modifier after the transfer.
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Post by BammBamm on Jan 3, 2024 1:06:02 GMT -5
Oh, I have been working on the project since after I published it here and I was speaking on experience from it still not working after weighting both boots. That is what I meant when I said in my original post that I still had some weighting to do.
Luckily, it seems that problem seemingly.. fixed itself. The only issue I have left for now is the body parts not deleting properly.
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Post by BokchoiJo on Jan 3, 2024 6:23:21 GMT -5
Which body part is not deleting properly? Do you mean the thigh? Since your making a shoe you can't delete the thigh as far as i know since it is in a different meshgroup. What you can do is make the boots a bit bigger so it hides the thigh inside. Use the shrink/fatten command in Blender. This the same blend you shared after I transfer the weight, uv_1 & vertex color. The thigh sometimes would poke out behind the leg but this is easily fix by making the shoes a little bigger.
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Post by BammBamm on Jan 3, 2024 15:15:27 GMT -5
Thank you very much for the help. I greatly appreciate it I'd like to ask another question if that's alright? Can you please tell me how you transferred the UV 1 and weights? I am 80% sure I'm doing it wrong, although I Have looked at multiple tutorials. The sliders are still not working with the boots... Also can I ask what you transferred the weight from? The converses?
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Post by mauvemorn on Jan 3, 2024 16:02:14 GMT -5
Hi. - clone yfShoes_FlatsBallet, export the blend, open; - expand the rig, make the bottom selectable; - select the bottom, in 3d press Shift D, then Esc to duplicate; - in this order: select bottom.001, Ctrl-select s4studio_mesh_1, join with Ctrl J, rename to Reference; - append your boots from the shared blend, not the other way, do not use that blend file; - delete rig.001 and bone_bone_shape.001; - select your shoes, delete all vertex groups; - transfer weights, uvs_1 and vertex paint like this: - Unhide the reference. It must be visible* ( eye icon ) and selectable* ( cursor icon );
- Select your garment;
- 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;
- In Data tab expand UV maps. Double-click on UVmap, rename it to uv_0;
- If uv_1 appeared, it most likely transferred successfully;
- Expand Color attributes. If you see color0, it transferred;
- Expand Vertex groups. If you see names of vertex groups, they most likely transferred successfully. However, there is one ( or two ) more thing(s) you need to do;
- If you're using Blender 2.76 - 2.79, 3.6.1, switch to Edit mode, select everything with A, Mesh - Weights - Clean with Subset set to All groups to fix the result of a bug that exists in these versions;
- Regardless of your version of Blender, in Edit mode, with everything still selected, do Mesh - Weights - Limit total.
* Data will not transfer if you will forget to do these steps!!! | |
- do not delete the area of the body covered by boots under the rig, this does nothing. - assign the cut and import back into the package. If you want the boots to be hidden by pants, you need to clone maxis boots that behave like this, export the blend, split your boots the same way, assign corresponding cuts, import into the package with boots
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Post by BammBamm on Jan 3, 2024 17:51:29 GMT -5
The bottom part of the post is the tutorial I've been following for a long time, verbatim. The top part about the flats seemingly had something to do with it, since it worked to some amount before it got weirdly deformed and I decided to start over from the beginning.
I am now using a boot split into three parts, but I have some questions about this and seemingly more issues are arising as a result. May I contact you in private messages about it? I do not want to keep spamming people in this thread with notifications ^^;
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Post by mauvemorn on Jan 3, 2024 18:00:11 GMT -5
Yes, but provide updated files please
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Post by BokchoiJo on Jan 3, 2024 20:47:48 GMT -5
Thank you very much for the help. I greatly appreciate it I'd like to ask another question if that's alright? Can you please tell me how you transferred the UV 1 and weights? I am 80% sure I'm doing it wrong, although I Have looked at multiple tutorials. The sliders are still not working with the boots... Also can I ask what you transferred the weight from? The converses? Hi, you can follow all the step mauvemorn posted above to transfer weight, uv_1 & vertex color. For the sliders to work in game you need vertex color on your mesh. The last file you shared have black vertex color on the boots, it should be greenish color, the easiest way to get the right vertex color is by transferring it from maxis object. Follow mauvemorn post to transfer vertex color.
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Post by BammBamm on Jan 3, 2024 21:15:55 GMT -5
Ahh, thank you so much! That was definitely a mistake on my part, I’ll correct it!
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