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Post by simmervibe on Mar 1, 2024 5:58:52 GMT -5
Hi! So, I did some crazy thing and used an object with 10 meshgroups as a reference. I had to split my mesh into 10 groups as well. When I import it into S4S it shows everything correctly, but in game it only shows one meshgroup - cut number 0009. What I did so far: - Separating my mesh into 10 meshgroups and set the correct Cut number in accordance to the reference. - Removing extra vertex groups from the meshgroups in accordance to the reference. Do you have any suggestions on what I can do to fix this issue?
P. S. Nevermind the body clipping and bad UV placement, I want to fix an issue with missing meshgroups before proceeding time-consuming actions.
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Post by mauvemorn on Mar 2, 2024 12:20:03 GMT -5
Hi. The dress must be split in meshgroups in the end, after all other issues are fixed.
That said, your dress does not need to be split the same way the reference is. The reference is split at the bottom to hide boots. Your dress must not do it because there is a cut on the side. Hiding sleeves and necklaces is optional.
- join all meshgroups into one, remove doubles; - give it 0000; - delete all vertex groups from the dress; - clone yfBody_DressMaxi, export the blend, append in the scene with your dress, join into one, rename to Reference; - transfer everything; - clone dresspanels, import the dress there
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Post by simmervibe on Mar 2, 2024 14:40:48 GMT -5
Hi. The dress must be split in meshgroups in the end, after all other issues are fixed. That said, your dress does not need to be split the same way the reference is. The reference is split at the bottom to hide boots. Your dress must not do it because there is a cut on the side. Hiding sleeves and necklaces is optional. - join all meshgroups into one, remove doubles; - give it 0000; - delete all vertex groups from the dress; - clone yfBody_DressMaxi, export the blend, append in the scene with your dress, join into one, rename to Reference; - transfer everything; - clone dresspanels, import the dress there It finally works! Thank you very, very much!
Have a few additional questions as well:
- Is it okay if I use one CAS outfit as a reference, transfer the data from it, and then import my mesh into another CAS outfit? How can I make sure I don't mess up while doing that?
- I transfered everything from the DressMaxi outfit, but my dress and body were already joined. Will this mess up the body's UV, like ripping or something? I will start over anyways, so it shouldn't affect the body, but I'm just wondering.
- If I realize I used the wrong outfit as a reference after I placed UV and closed holes, can I just delete the vertex groups and transfer the data from another reference or is it better to start over?
- The yfBody_DressMaxi doesn't have sleeves, will that cause any issues with my outfit? What should I consider when choosing a reference, like the dress length?
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Post by mauvemorn on Mar 2, 2024 14:58:46 GMT -5
Yes, but it is best to stick to similarity. For example, a dress is more likely to be affected by the same bones as another dress, as opposed to a swimsuit. So if you’re making a dress, choose another dress made of one meshgroup. But if the limit is exceeded (as in, your dress must be affected by skirt, foot, toe bones), then you will have no choice but to split it
Well, there may be some minor issues, but you don’t have to re-do things, just replace the body. Next time, before re-transferring things, separate the dress from the garment.
Of course, you can do it endlessly. The reason you want to delete weights is the 60 limit. If they add up, the limit may be exceeded.
You should consider the type of the bottom (skirt or « legs », basically, whether there is a split in this area) and the length of it. It would be best to choose references with as little sculpted details as possible (because the garment is split along them, which results in ripped uv_1). Everything else is irrelevant. It does not matter if it’s nude arms or sleeves. There is a minor difference in the groin area of pants and nude/underwear, but it’s insignificant, so it doesn’t matter if it’s nude legs or pants either. Skirts matter, though, especially their length.
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Post by simmervibe on Mar 2, 2024 15:43:19 GMT -5
Now I remember the 60 bones limit from previous thread. Is there any guide how to split my mesh into meshgroups in a right way? For example, my dress has two vertex groups (b__R_Calf and b__L_Calf) that affect the area below the knee - i.imgur.com/HIU9fCt.png, how to separate them from into the another meshgroup? Since my dress has 58 bones, there is no need to do that, I'm just asking in advance
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Post by mauvemorn on Mar 2, 2024 16:07:37 GMT -5
Mmm, well, I did create a bit of a confusion in my tutorial, so let me explain a bit about this area. So in my tutorial, we separated an area that was affected by a specific vertex group. The only reason for this was the exceeded bone limit (presumably). Now look at this picture: When pants are paired with boots, the boots clip into the pants. To avoid this, boots and pants are split the same way, in the same locations. These overlapping areas belong to the same regions, but have different layers. So if pants need to tuck into boots, their meshgroups have lower layers than boots. If they need to hide boots, they have higher ones. Same situation with dresses. When a sim walks, there’s a chance that boots would clip into a skirt. To avoid this, the bottom of the skirt and boots are split in the same places as well, and meshgroups of a dress hide corresponding meshgroups of boots. Anyway, if your dress were not cut on the sides, you’d just separate it the same way the reference dress was. If your dress was long enough to be affected by foot and toe bones, you’d have to split it for this reason (bone limit exceeded). if your dress was not cut on the sides AND was affected by foot and toe bones, then splitting it like the reference would resolve both problems
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Post by simmervibe on Mar 21, 2024 10:28:17 GMT -5
- join all meshgroups into one, remove doubles; - give it 0000; - delete all vertex groups from the dress; - clone yfBody_DressMaxi, export the blend, append in the scene with your dress, join into one, rename to Reference; - transfer everything; - clone dresspanels, import the dress there Alright, I finally did it. Now I have two other problems:
1. My dress is ripping at the legs area, the problem probably related to vertex groups but I don't know how to fix it - imgur.com/a/YJdk6ZM
2. My dress is clipping when the sim is moving - imgur.com/a/DyTWQno And I'd like to know what is the best way to fix it - delete body parts, move them, paint weights manually or use another reference.
Can my dress be saved or I've opened Pandora's Box?
Files:
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Post by simmervibe on Mar 21, 2024 10:44:40 GMT -5
The clipping is not a big deal though, at least I have options. But why does the dress rips at the mesh area? It appears when I play with the sliders and looks like the main part of the dress is able to stretch, while the lower part is unable to stretch lol.
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Post by mauvemorn on Mar 21, 2024 10:55:04 GMT -5
The skirt must be vertex painted with 3FFF00 specifically. Just transfer vertex paint from a reference. While at it, make a reference's bottom a bit longer and re-transfer uv_1 from it, it is ripped at the bottom.
A skirt morphs and moves differently from legs, which is why clipping occurs. To stop this from happening, maxis developers remove all covered areas of legs. You did it differently and now understand why it is wrong. There is always a reason why maxis does things a certain way, always a reason why something does not exist among maxis items, so now you know not to disregard that.
Fixing vertex paint most likely wont fix all the clipping. If youre making it for personal use, you can ignore it. If you plan on sharing it with others, try transferring weights (only) from a swimsuit and manually smoothing transition between vertex groups in the skirt area. But, of cource, it would be best to do things the maxis way. Clone a maxis dress with a cut and take a look at how they closed holes between legs and a skirt
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Post by simmervibe on Mar 21, 2024 11:32:13 GMT -5
The skirt must be vertex painted with 3FFF00 specifically. Just transfer vertex paint from a reference. While at it, make a reference's bottom a bit longer and re-transfer uv_1 from it, it is ripped at the bottom. A skirt morphs and moves differently from legs, which is why clipping occurs. To stop this from happening, maxis developers remove all covered areas of legs. You did it differently and now understand why it is wrong. There is always a reason why maxis does things a certain way, always a reason why something does not exist among maxis items, so now you know not to disregard that. Fixing vertex paint most likely wont fix all the clipping. If youre making it for personal use, you can ignore it. If you plan on sharing it with others, try transferring weights (only) from a swimsuit and manually smoothing transition between vertex groups in the skirt area. But, of cource, it would be best to do things the maxis way. Clone a maxis dress with a cut and take a look at how they closed holes between legs and a skirt
Thank you as always, I think I just remade the bottom of the dress in MD and simply close the holes.
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Post by simmervibe on Mar 22, 2024 10:15:36 GMT -5
The skirt must be vertex painted with 3FFF00 specifically. Just transfer vertex paint from a reference. Can you explain me more about vertex colors?
It is not entirely green and I did nothing but transfered data. What should I do, manually paint it with 3FFF00? And isn't the 00FF00 right color?
And one more question, sometimes when I enter Vertex paint mode in Blender 3.6.7 it just doesn't show green - i.imgur.com/fMSlj1D.png
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Post by mauvemorn on Mar 22, 2024 10:31:44 GMT -5
Hm, okay, either this is a bug with s4s or they changed vertex paint hex codes for the 366478th time again. I'll ask Andrew about it Well, this just proves that you should always just transfer everything without a second thought. Anyway, deformation maps used in morphing come in two versions: skintight and robe-like. One is meant for skirts ( and between the breasts on loose clothing but, as you see now, it looks like a bra ), another one is meant for everything else This is an example for hair, works the same with clothing How to make an item move and morph by transferring weights, uv_1 and vertex paint
The easiest way of making your hair move and morph is to transfer all data responsible for these processes from a maxis item. You do not need to understand how any of this works to be able to do it, but it would be beneficial to know what is responsible for what to identify causes of problems.
Movement is controlled with vertex groups. If an area is assigned to b__Head__, it will follow the head movements, and so on.
Morphing is controlled with multiple components:
- uv_1 defines how deformation maps are applied. For example, if a vertex is in the chest area of deformation maps, it will be affected by chest morphs;
- vertex paint defines according to which variation of deformation maps an area morphs, how it behaves when hovered over in CAS, what morphs affect it. Three vertex colors can be found on hair meshes:
- 007F3F along the hairline ( to morph with Details mode morphs );
- 007F02 from roots to the chin ( related to head width Dmap );
- 007F00 from the chin to tips ( to not highlight when hovered over ).
- some vertex groups. There is a limit to how far a Dmap can push the geometry, so vertex groups with _CAS_ in their names are used to exceed it.
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| 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 hair;
- 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!!! | |
As for vertex paint mode, you need to change the viewport shading to solid, flat and attribute
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Post by mauvemorn on Mar 22, 2024 10:38:44 GMT -5
UPDATE: THIS IS A BUG WITH NEW BLENDER, the old one still has 3FFF00
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Post by simmervibe on Mar 22, 2024 10:46:35 GMT -5
UPDATE: THIS IS A BUG WITH NEW BLENDER, the old one still has 3FFF00 Alright, so what should I do with it?
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Post by simmervibe on Mar 22, 2024 11:38:56 GMT -5
And question about uv_1, you mentioned that it is ripped and I also noticed some holes in my another mesh that I did from the start - imgur.com/a/hzQwJDUCan you explain me how to manually move/edit uv_1 to make it better? I know that there is tutorial somewhere, but I can't find it
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