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Post by sammorallee on Mar 16, 2024 11:25:15 GMT -5
hi! i'm quite new to creating custom content and somehow i managed to successfully create a hat and a fullbody outfit (i had issues but i managed to get rid of them). so, in consequence, i was pretty confident starting a new outfit and that's where all problems started. the mesh is completely messed up in the game, whereas in blender everything is ok. i thought that the problem was related to the bad weight transfer or uv_1 map, so I restarted the whole process of creating both, but... nothing really worked. first it looked like this: before any changesand then, after remaking the uv_1 map and retransferring weightsi know i'm probably not the only one who has encountered this problem, but i really couldn't find what the problem was, and even other similar threads couldn't help, so i decided to ask for help personally these are my files: blend file and package filei'd really appreciate any help and advice for future projects, i really would!
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Post by mauvemorn on Mar 16, 2024 12:11:49 GMT -5
Hi. When choosing a reference, go for the one that is similar in shape. The one you used had the head, so yours inherited the type of data it should not have. - in s4s filter catalog by Full body, Male, one meshgroup, choose a swimsuit, export, open, rename the meshgroup to Reference; - append your garment from the shared blend, delete all vertex groups from the list, uv_1, uv_2, and a color attribute named BlendID; - select and delete all body parts from your garment's meshgroup; - transfer weights and uv_1 from the reference like this - select the reference, in edit mode select everything and remove doubles; - disable Limit selection to visible and delete all parts of the body covered by clothing; - join the reference with your garment, check the cut, save; - import the blend into the swimsuit package; not the original one you shared.
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Post by sammorallee on Mar 16, 2024 13:06:41 GMT -5
Hi. When choosing a reference, go for the one that is similar in shape. The one you used had the head, so yours inherited the type of data it should not have. - in s4s filter catalog by Full body, Male, one meshgroup, choose a swimsuit, export, open, rename the meshgroup to Reference; - append your garment from the shared blend, delete all vertex groups from the list, uv_1, uv_2, and a color attribute named BlendID; - select and delete all body parts from your garment's meshgroup; - transfer weights and uv_1 from the reference like this - select the reference, in edit mode select everything and remove doubles; - disable Limit selection to visible and delete all parts of the body covered by clothing; - join the reference with your garment, check the cut, save; - import the blend into the swimsuit package; not the original one you shared. thank you for helping! i did everything step by step as described and... i ran into another problem now it looks like this ibb.co/FmTnGgwehm... i'm confused tbh xD
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Post by mauvemorn on Mar 16, 2024 13:34:17 GMT -5
After transferring weights, switch to Edit mode, select everything with A, use Clean tool with All groups
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Post by sammorallee on Mar 16, 2024 13:46:14 GMT -5
After transferring weights, switch to Edit mode, select everything with A, use Clean tool with All groups i did, heh. repeated and checked again - nothing changed :(
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Post by mauvemorn on Mar 16, 2024 13:58:42 GMT -5
share the updated blend file please
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Post by sammorallee on Mar 16, 2024 14:03:01 GMT -5
share the updated blend file please here we go
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Post by mauvemorn on Mar 16, 2024 14:43:50 GMT -5
Uv_1 did not transfer. With weights, only one bone transferred. Re-do the whole process exactly as shown, not in Weight paint mode, paying close attention to blue buttons on the screenshot
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Post by sammorallee on Mar 16, 2024 15:47:34 GMT -5
Uv_1 did not transfer. With weights, only one bone transferred. Re-do the whole process exactly as shown, not in Weight paint mode, paying close attention to blue buttons on the screenshot did exactly as shown - weights were not transferring. i did it manually an it worked! however, now the bottom part of the pants and the back of the collar are slightly deformed again, like... ibb.co/1XZdBFm yup. also for some reason the textures under the sleeves are now messed up? which is strange cause i haven't touched the uv_0 map at all during the process taking that back, i just used a wrong texture in advance here's the new blender file
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Post by sammorallee on Mar 17, 2024 7:12:00 GMT -5
upd. i tried to restart the whole process using several different reference outfits, creating new package files, and absolutely nothing seems to work :P
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Post by mauvemorn on Mar 17, 2024 13:08:45 GMT -5
You need to choose a swimsuit made of one meshgroup specifically because it is most certainly not affected by foot bones, which is what exceeds that vertex group limit and makes the mesh distort. Clone ymBody_EF01SwimPanelRuching and repeat the whole process, making sure to delete all bones in the list first Uv_1 did not transfer right because Nearest face interpolated was not chosen. And remove the body parts, never transfer any data to them, they are already adapted to perfection and overwriting this data can lead to bad results
- in s4s filter catalog by Full body, Male, one meshgroup, choose a swimsuit, export, open, rename the meshgroup to Reference; - append your garment from the shared blend, delete all vertex groups from the list, uv_1, uv_2, and a color attribute named BlendID; - select and delete all body parts from your garment's meshgroup;- transfer weights and uv_1 from the reference like this - select the reference, in edit mode select everything and remove doubles; - disable Limit selection to visible and delete all parts of the body covered by clothing; - join the reference with your garment, check the cut, save; - import the blend into the swimsuit package; not the original one you shared.
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