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Post by moonlightpixxie on Mar 2, 2024 7:47:15 GMT -5
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Post by mauvemorn on Mar 2, 2024 9:21:09 GMT -5
Hi. The ( incorrect) use of this template is the cause of this problem. If you were to look at uv_1 of a maxis garment, you'd see that it does not fit the uv space. Back in the days blender had no tool that could transfer uvs from one object to another, so people had to assign this template to the background, align uvs with it, then make them bigger ( so that they do not fit uv space, as intended by developers). People, who do not know this, think that their uvs must match this template. Not only is this not true, but unnecessary thing to do. Simply transfer them from a similarly shaped maxis reference and it will morph as intended.
If this wont help, share your blend file please
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Post by moonlightpixxie on May 16, 2024 3:00:45 GMT -5
hi, i'm still facing same problem with different piece of clothing (this time skirt), top of it doesn't always stretch and i don't know why is this weight transfer or uv problem here? this is my blender filethis is my s4s file
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Post by mauvemorn on May 16, 2024 4:51:46 GMT -5
- the whole mesh is vertex painted with a color meant for the skirt. You should always just transfer vertex paint before joining the garment with the body; - the uv_1 looks a bit different from what it should be; - you must delete as much of the body covered by the garment as you can. They are located close to each other but have different topology, so they clip. Take a knife tool and delete it; Do this: - in uv editor enable sync, select all parts of the body, in 3d view press Delete, choose Faces; - clone yfBottom_SkirtSkater, export the blend, append in the scene; - transfer weights, uv_1 and vertex paint from it as shown below, then clean and limit weights; - after that, delete the reference; - expand the rig, make bottom visible and selectable. Select it, in 3d view press Shift D, then Esc to duplicate; - select bottom.001, switch to edit mode, select everything with A, Mesh - Faces - Tris to quads; - Remove doubles with Merge distance set to 0.0001; - disable Limit selection to visible, select everything covered by the garment, delete it; - in the Tools bar, choose Knife, cut as much of the mesh as you can, then delete the extra; - in this order: select bottom.001, then your skirt, join; - before baking textures, adjust or disable auto smoothing and split sharp edges
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