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Post by pettypawn on Mar 26, 2024 15:11:58 GMT -5
Ok, so I'll start by saying I'm new in moding. I'm used to doing minor alterations but so far I hadn't tried to make my own CC. I followed this tutorial I think I did everything right to best of my abilities but... Neither one of my projects worked, my first try was kinda overshooting my abilities as I tried making a full body suit with extra parts and it was kinda "huge" so when it didn't work well in game I understood that I would need more experience to make it work. These were my results. [Pettypawn] Dragonshifter form v1 In Sims4studio everything seamed fine. But ingame I had problems with the tail. I think its a problem with weight paints? I tried manually altering them but didn't get much better result so I took a break from this and tried a simpler project. And somehow, I got worst results then the "harder" project lol. Once again in S4studio and in blender everything seams fine... [Pettypawn] Blossom Top Bu ingame... Not only I still get exploding parts... This time the sliders don't work properly... so that means that the uv mapping is also wrong somehow right? (The shadow map is wrong also but that I know how to fix quickly. Example 2 So now i'm kinda disappointed, I don't really know whats wrong for sure. I tried studying similar meshes from other creators and analizing how their Uv maps and weight paint is, but mine is not far off so I don't understand. Can anyone shed some light on my issues?
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Post by mauvemorn on Mar 26, 2024 15:30:39 GMT -5
Hi. We would need to see blend and package files to name exact causes of problems.
The mesh distorts dramatically when the vertex group limit is exceeded. Each meshgroup can be affected by no more than 60 vertex groups, so when there’s more, you get this issue.
Multiple things are responsible for morphing, but most likely cause is vertex paint
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Post by pettypawn on Mar 26, 2024 15:41:49 GMT -5
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Post by mauvemorn on Mar 27, 2024 7:21:33 GMT -5
accidentally shared the dragon suit blend twice Blossom top Package uv_1 did not transfer Vertex paint is fine. The bone limit is not exceeded, so I would need to look at the blend to know what weights were like before s4s normalized them Dragonshifter form Package the bone limit is exceeded because of feet. - clone ymBody_EF10Noctis, export the blend, open, rename the meshgroup to Reference; - append your dragon suit in this scene, click on v button, choose Delete all groups; - transfer weights from the reference to your suit. After doing this, always use Limit total. The max number of bones that can affect each vertex is 4, so you need to clean up weights to avoid exceeding it; - you most likely do not need this item to morph in-game, so you can just delete uv_1, delete both color attributes and create a new one with black - delete the reference, import back into ymBody_EF10Noctis specifically
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Post by pettypawn on Mar 27, 2024 10:17:07 GMT -5
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Post by mauvemorn on Mar 27, 2024 10:51:19 GMT -5
Seems like a portion of the bracelet did not get the right data, neither weights nor uv_1. Not sure what you could have possibly done to get this result, but just re-transfer data from the top - in uv editor enable sync, select all uvs of the body, in 3d view press Delete - Faces. Never transfer anything to the body itself; - expand the rig, make top visible and selectable;
- select your garment, add Data transfer, choose Top as Source object; - enable Vertex data and Vertex groups, choose Nearest face interpolated; - enable Face corner data and Colors, holding Shift, click on UVs as well. Choose Nearest face interpolated and uv_1; - click on Generate data layers and apply; - switch to Edit mode, select everything with A, Mesh - Weights - Limit total; - select "top" from under the rig, in 3d view press Shift D, then Enter to duplicate; - select top.001, switch to Edit mode, select everything, Mesh - Merge - By distance; - in this order: select top.001, Ctrl-select the garment, join with Ctrl J; - check the cut, save, import into a new package, not the old one
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