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Post by mauvemorn on Jan 11, 2024 4:43:15 GMT -5
Hi. It’s is done like this: - join all parts of the reference into one, do not remove doubles; - transfer weights to your garment (NOT split into meshgroups, doubles removed); - if using 2.7x or 3.6.1, use Clean with All groups; - use Limit total; - once done with everything else, test how the mesh behaves in-game using a test package; - only then split it into meshgroups. With pants, it must be split in the same exact places as a maxis mesh; - optionally Remove unused vertex groups with this addon radeonoff.gumroad.com/l/Gxkbp ; If you removed those groups manually, you need to join all meshgroups into one, remove doubles (important), retransfer weights, split again
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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 11, 2024 6:54:19 GMT -5
is it ok if i remove some of the unused weights or should I not do that
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Post by mauvemorn on Jan 11, 2024 7:18:54 GMT -5
You should let a plugin do it automatically. To do it manually, you’ll have to check whether each vertex group affects the mesh by clicking on Select button (you must do it like this, not by looking at vertex paint ). If something highlights, you must not delete it. Then you deselect everything and do the same thing to other vertex groups, which is headache-y
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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 11, 2024 7:48:58 GMT -5
i did some testing and the mesh worked fine while the mesh cuts were separated but in the same object/s4s cut but when I separated them into different object/cuts the seams showed up again. is it a uv 1 issue something?
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Post by mauvemorn on Jan 11, 2024 8:55:23 GMT -5
Share your blend and package files please If you transferred uv_1 while the mesh was split, yes
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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 11, 2024 9:42:19 GMT -5
drive.google.com/drive/folders/1Lq5D4LFUIjOYha6IuMOy9UdVm6lKp606?usp=sharing
⏫ here are the files ⏫ *i didn't modify the uv 1
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Post by mauvemorn on Jan 11, 2024 17:36:58 GMT -5
the uv_1 looks messed up how it is how it is meant to be Hm, the original pants are a bit odd, why are they affected by skirt bones at all... but whatever - clone yfBottom_GP03PantsWide again, export the blend, open; - join all meshgroup into one, rename to reference; - append your pants into this scene or vice versa; - join all parts of your pants into one, rename to Garment; - in edit mode select everything with A, Mesh - Merge - By distance; - transfer everything while you're at it, then use Limit total: How to make an item move and morph by transferring weights, uv_1 and vertex paint
Transfer weights, uv_1 and vertex paint with Data transfer. The result may not always be perfect, but it is best to solve problems as they come:
- 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!!! | |
- split sharp edges ( see those dark shadows at the bottom of pants in the first pic?Same at the bottom of the skirt); - split the garment into 4, assign cuts, delete the reference, import back into yfBottom_GP03PantsWide you just cloned
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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 11, 2024 19:31:36 GMT -5
it works now thank you
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