hepandeerus
Member
You like to dress as the red flag you are ☭
Posts: 18
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Post by hepandeerus on Jan 3, 2024 17:08:51 GMT -5
Hi! Every time i make a cc skirt / dress i have this same problem with sharp clipping/folding in the thighs that's most noticeable on a larger body and in walking animations. is it a UV or WP problem and if so can any of you send a screenshot of how the weights/uv should look in blender? thanks
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Post by mauvemorn on Jan 3, 2024 17:58:10 GMT -5
Hi. You need to transfer weights, uv_1 and vertex paint from a maxis reference of similar length. You most likely either not vertex painting it with right colors or transferring data from nude legs instead of a skirt-like bottom - select your garment, 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. Enable Generate data layers, apply; - switch to Edit mode, select everything with A, Clean with all groups and Limit total; - add Data transfer again, Reference as Source object, enable Face corner data, choose Nearest face interpolated, enable Vcol, click on Generate data layers, apply;
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hepandeerus
Member
You like to dress as the red flag you are ☭
Posts: 18
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Post by hepandeerus on Jan 3, 2024 20:19:06 GMT -5
do you have these same step images in blender 3?
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Post by mauvemorn on Jan 4, 2024 7:21:12 GMT -5
- Unhide the reference. It must be visible* ( eye icon ) and selectable* ( cursor icon );
- Select your mesh;
- 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!!! | |
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hepandeerus
Member
You like to dress as the red flag you are ☭
Posts: 18
|
Post by hepandeerus on Jan 4, 2024 7:57:39 GMT -5
It works now! thank you very much
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