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Post by tr2499 on Mar 16, 2024 17:06:00 GMT -5
Hey! I'm working on a fullbody outfit which looks pretty normal when it's not in-game, however in-game my mesh has lots of holes especially in the stomach area. I tried to substract some of the weights around this area, or by removing weights from this area by doing this guide - but the mesh still has holes in it. The initial reference I chose from S4S looked very similar to my outfit. This is how it looks like in S4S: any idea why it is happening? Thank you in advance!!
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Post by mauvemorn on Mar 17, 2024 5:55:32 GMT -5
Hi. Removing weights was the wrong thing to do. Your mesh is most likely split there. - choose a maxis mesh of similar type (dress) and length as yours, but with as little details as possible (layered clothing, collars, belts, bows, etc). Clone it, export the blend, open, rename to reference; - append your garment into the scene, in edit mode select everything, then remove doubles. Separate body parts from it; - select the garment, add data transfer modifier, transfer weights and uv_1 from it, apply. Then transfer vertex paint the same way; - in edit mode select everything and clean weights, then limit total - delete the reference, join the body parts back with the garment If won’t work, share your blend and package files please
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Post by tr2499 on Mar 17, 2024 13:25:02 GMT -5
Hey, thank you for the respond! I followed up the steps and found as a ref a similar dress with no details on it, the holes are now smaller but they are still there: Here are the files: Blender | packageThank you in advance!!
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Post by mauvemorn on Mar 19, 2024 15:35:11 GMT -5
Before decimating or transferring anything to a mesh, you need to remove doubles. Decimate tore your mesh, vertices along borders of mesh islands do not share the same coordinates anymore, theres nothing you can do about it but remake. You should never use this modifier on LOD0. - Go back to MD, select all patterns, quadrangulate them, then increase Particle distance, export as Weld; - Clone yfBody_DressMaxi, export the blend, import your obj, transfer weights, uv_1 and vertex paint from it; - Remove parts of the body covered by clothing, join with your garment, make uv_0; - clone yfBody_DressPanels, import your blend there
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Post by tr2499 on Mar 24, 2024 11:48:31 GMT -5
Hey mauvemorn! I followed your instructions and recreated the mesh and it's looking much better! however I'm still having some weird issues that might be related to weights, the neckline and bottom of dress looks a bit deformed: I transfered the weights from yfBody_DressMaxi, here are the updated package and blend for reference: Blender | packageThank you very much in advance!!
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Post by mauvemorn on Mar 25, 2024 7:05:29 GMT -5
- Clone yfBody_DressMaxi, export the blend, import your obj, transfer weights, uv_1 and vertex paint from it; - select your garment, add Data transfer, choose dressmaxi as Source object; - to transfer weights, enable Vertex data, then Vertex groups. Choose Nearest face interpolated; - to transfer uv_1, enable Face corner data and UVs. Make sure to choose the correct uv map you want to transfer or both will be overwritten. And dont forget Nearest face interpolated; - click on Generate data layers or nothing will transfer, then hit Apply; - it is possible to transfer vertex paint together with weights and uv_1, but theres a bug related to it in 2.7x, so add a new Data transfer modifier, enable Face corner data and Vcol, Nearest face interpolated as well. Choose Generate layer data ans apply; - switch to edit mode, select everything with A, Tools - Weight tools - Clean, choose All groups. This fixes a bug that exists in 2.76 - 2.79, 3.6.1; - with everything still selected, Tools - Weight tools - Limit total, always do this step regardless of your version; I should also mention that the skirt will not move perfectly, no matter what maxis item you'll transfer the weights from. You'll have to do that manually
Also, see how your garment looks randomly chopped in-game? this happens when you re-import previously exported mesh or use Edge split modifier incorrectly
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Post by tr2499 on Mar 30, 2024 11:39:50 GMT -5
Thank you very much I followed steps and the holes were removed! one last question, is there a way to remove the buttons weights on the dress? seems like they stretch with the mesh but I want them to be static: Thank you in advance!! :D
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Post by mauvemorn on Mar 30, 2024 11:47:32 GMT -5
- Select these elements fully, P - Selection to separate them, rename to Elements ( or something); - Select the dress again, select one face behind each of these elements, press Shift D, then Enter to duplicate, then separate, rename to Reference; - Transfer weights and uv_1 from Reference to Elements
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Post by tr2499 on Apr 3, 2024 11:52:57 GMT -5
Hey mauvemorn thank you for the suggested steps! I tried to do them but the issue is still happening :( this is my blender file for reference with the elements/reference/dress objects separated for convenience: BlenderThank you in advance!
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Post by mauvemorn on Apr 3, 2024 13:29:25 GMT -5
Uv_1 is the same it used to be, transfer it as well or weld them into one
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Post by tr2499 on Apr 5, 2024 12:13:03 GMT -5
It worked thank you so much!
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