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Post by candy462410 on Jan 9, 2024 6:59:03 GMT -5
Thank you for clicking in, this is my first time asking a question as a beginner. I created a top cc, and it looks normal in blender and regular gameplay. However, the hem mesh deforms when using a pose The same pose applied in Blender is ok, but when applied in the game, the clothing hem distorts. Does anyone know why this happens? And how can it be resolved? Thank you.
My English isn't very good. I hope you can understand my question.
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Post by mauvemorn on Jan 9, 2024 9:51:18 GMT -5
Hi. Vertices in this area are affected by more than 4 bones, which exceeds ts4 limit. After transferring weights, you need to always Limit total. There are other problems, unrelated to this one: - When choosing a reference to transfer weights, uv_1 and vertex paint, you should always go for a maxis item of similar shape, specifically length. Your garment received data from something that ends at the waistline, so everything below morphs like the waistline instead of the area of the body it covers. In cas try increasing the body mass slider or hips width and you will see it; - the garment is not vertex painted the way something with a skirt like bottom should be. It is best to always transfer vertex paint; - see a black shadow along the bottom of the garment? when you close holes, you create sharp edges. They need to be split to actually be shaded as such; For the future: - uvs made in a square uv space stretch when rectangular textures are applied. Before arranging them, you must bring them to their original size with S Y 0.5. Right now uvs are stretched in different directions; - model in quads or retopologize the garment, it will look smoother; - when closing holes, extrude ( once) and collapse them, then unwrap; - split sharp edges before baking textures; - delete all areas of the body covered with clothing carefully; - remove doubles on the body before joining it with the garment. Do the following: - find a maxis item of similar shape to yours ( for example, ymBody_TowelPlush), clone it, export the blend, append it in the scene, join into one, rename to Reference; - select your parka, separate the body from the garment; - select your garment, transfer weights, uv_1 and vertex paint as explained below, then clean weights. In red are the most important steps, data will not transfer if you'll forget to enable them - select the body, in edit mode select everything, remove doubles; - join the parka back with the body; - split edges along the borders of the garment
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Post by candy462410 on Jan 10, 2024 12:34:12 GMT -5
mauvemorn!! Thank you for your detailed and thoughtful response. 感謝您詳細且周到的回覆。I followed the steps you provided, and it was a success! 我按照你提供的步驟操作,成功了!I appreciate you taking the time to help me. 我很感謝您抽出時間來幫助我。Below is a successful pic. 下面是成功的圖片。
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