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Post by c2oh25n3o on Feb 5, 2024 1:12:44 GMT -5
Hello! I don't understand what's going on with the necklace I created. If anyone could help I would appreciate it so much 😭 I'm very new to 3D so I guess it might be the problem, I tried to find the reason to the issue and solutions but can't figure it out. I use the latest version of Blender (4.0) So here is an archive with the files and also screenshots - www.simfileshare.net/download/4449412/In short, the necklace becomes distorted when used with custom sliders; some of them seem to affect it directly when altering and some just make it crooked and it won't change at all. When I remove a folder with all the installed sliders, it looks completely fine. And obviosly it all looks fine in Blender too. I thought it could be the issue with the sliders themselves, but all the other cc necklaces are working normally. I also have another necklace made by me the same way and for some reason they don't have this problem. Tried painting weights both myself (following tutorials) and also copying them from other similar necklaces (EA&cc) but nothing helps :( What am I doing wrong?
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Post by BokchoiJo on Feb 5, 2024 5:08:46 GMT -5
Hi, your uv_1 doesn't look correct. It should look something like this Transfer uv_1 from the "top" mesh since that is the closest surface to the necklace. If you want the necklace to follow the movement of the clavicle you can transfer the vertex weight from the "top" mesh also.
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Post by c2oh25n3o on Feb 5, 2024 7:49:19 GMT -5
Thank you so much for replying and willing to help! ^^ Hmm, I actually completely forgot about that uv_1. I know it should probably look differently but I placed it like that after I followed one youtube tutorial and it worked with my other necklace mesh xD And also because I don't really understand how to make it. Should it be done by hand (like making a uv_0) or it can be copied from some other item (but idk how it should work)? And you said 'transfer uv_1 from the top mesh' - I'm so sorry, I'm a complete noob and not sure what you mean by this 🙈 Apologies for so many (probably dumb) questions!
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Post by mauvemorn on Feb 5, 2024 11:02:38 GMT -5
Hi. You have multiple color attributes as well, none of which are right. I assume you transferred weights from a necklace? If yes, re-transfer them - delete all vertex groups, uv_1 and both color attributes; - create a new color attribute with + button, set it up like this, choose 007F00 as the color; - add data transfer to your necklace, choose top as Source object. Enable Vertex data, then Vertex groups, choose Nearest face interpolated. Enable Face corner data, then UVs, choose uv_1 in the drop down, then Nearest face interpolated.Click on Generate data layers and apply the modifier; - switch to Edit mode, select everything with A, Mesh - Weights - Limit total
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Post by BokchoiJo on Feb 5, 2024 21:47:03 GMT -5
Thank you so much for replying and willing to help! ^^ Hmm, I actually completely forgot about that uv_1. I know it should probably look differently but I placed it like that after I followed one youtube tutorial and it worked with my other necklace mesh xD And also because I don't really understand how to make it. Should it be done by hand (like making a uv_0) or it can be copied from some other item (but idk how it should work)? And you said 'transfer uv_1 from the top mesh' - I'm so sorry, I'm a complete noob and not sure what you mean by this 🙈 Apologies for so many (probably dumb) questions! Follow what mauvemorn post above to transfer the necessary data. If you want the item to morph when you change the slider, you need a proper uv_1. The easiest way to get the uv_1 is transferring it from a similar looking maxis object or from the "top" body mesh (the torso mesh).
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Post by c2oh25n3o on Feb 6, 2024 2:13:57 GMT -5
Omg, thank you all so much! Did what mauvemorn said and seems like it all looks correct now <3 Guess the initial problem is solved, but I would like to ask two little questions if I can: 1) Is it possible to make the bottom part of a necklace move less when altering sliders? Now it perfectly follows the sliders, but at max up/down it look a bit too stretched/shrinked, and while it's supposed to work like that, if I could adjust it a little bit it would be great. Maybe in this case I can change something about the weights (like making b_Spine1/2_ more blue) - or it is not possible at all? 2) Maybe someone knows where I can find some tutorials/explanations on transferring uv_1 data via modifier and specifically on the options I need to choose there and why? Are they universal for all items? I've found this tutorial and there a bit different options are used, so it would be good to know what they affect and if I ever need to use different combinations
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Post by mauvemorn on Feb 6, 2024 9:16:32 GMT -5
Try the following: - first, delete both breast bones with - button, then Mesh- Weights - Normalize all; - save this blend under a different name and import in s4s, test; - if wont help, select uv_1, select this island, UV - Merge - At center, save, import, test
Edit: sorry, forgot to add. uv_1 transfer settings are universal, yes
Nearest face interpolated gives better results than the default option - make sure the reference is visible; - choose it as Source object; - enable Face corner data; - enable UVs; - Choose Nearest face interpolated; - choose uv_1; - click on Generate data layers if yours has no uv_1 yet; - Apply
Using the same modifier, you can transfer weights and vertex paint as well and at once
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Post by c2oh25n3o on Feb 6, 2024 23:23:47 GMT -5
Thank you so so much once again, will try it out now! upd: Removing breast groups didn't really do anything, but the second step definitely helped! I actually also tried doing the same thing with every individual element and for now it seems like nothing gets distorted at all. So thank you for helping to figure everything out! <3
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