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Post by simmervibe on Apr 6, 2024 11:25:14 GMT -5
Hi, I'm back again! So, for some reason legs are clipping through my skirt and I can't find a reliable way to fix it. I'd love to delete the leg mesh that mostly hidden under the skirt, but when the sim is moving, that part of legs become invisible. Moving or scaling that part of the legs also doesn't seem to help. I tried manual weight paint but it causes additional clipping issues.
And there is another issue, looks like the mesh that I created to close the bottom hole is ripped. It is hard to recognize it on the screenshot, I marked it with red circle:
Blend file:
My questions so far:
1. What I did wrong? 2. How to fix this? 3. What do you do with the legs that are hidden under the skirt, but are required for movement so you can't delete them?
Thanks
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Post by mauvemorn on Apr 6, 2024 11:39:37 GMT -5
Hi. Update your s4s and retransfer vertex paint to the skirt only
If wont work, try transferring everything from the tightest skirt of similar length that you can find ( but delete legs from the reference first )
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Post by simmervibe on Apr 6, 2024 12:51:35 GMT -5
Hi. Update your s4s and retransfer vertex paint to the skirt only
If wont work, try transferring everything from the tightest skirt of similar length that you can find ( but delete legs from the reference first )
Correct me if I'm wrong, but isn't it the weight paint issue?
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Post by mauvemorn on Apr 6, 2024 13:19:58 GMT -5
It is the shape of the skirt issue, the same one you had before. Skirts and legs move and morph differently. If one is too close to the other, clipping is bound to happen. This is how it is meant to be, not a mistake. There are three ways of avoiding clipping: a). remove as much legs as possible. You've already done what you could in this sense. You could also try shrinking them more, but that of course is not ideal; b). make a skirt behave like legs. This does not look good in-game. A very tight skirt would be rigged the closest to legs, you've already transferred weights from it; c). dont make a skirt tight where it will be covering the mesh of legs. Here's a comparison between ea's tight skirt and yours, as you see, theres an offset It all comes down to how you model a garment in MD. You need to do it with consideration for how it is going to behave in-game, otherwise even the simplest items will give you problems
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Post by simmervibe on Apr 6, 2024 13:22:43 GMT -5
Update: fixed it with weight paint! There is still a minor issue related to the mesh that is closing the bottom hole. There is a really tiny transparent line there, zoom in to see it better - i.imgur.com/ruPHF6C.png No one would see it there so it is not really a problem, but I wonder why is that ripping appears.
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Post by simmervibe on Apr 6, 2024 13:30:16 GMT -5
Thank you for MD suggestion, I believe that is the real problem. I need to experiment with settings to make the dress/skirt creating process less painful. If I increase the value of the body offset, my clothing is floating around the body and it looks really weird. If I make the offset value lower, my mesh is clipping in the body. I hadn't figured it out yet... maybe play with thickness values?
UPD: is it possible to make a different body offset for certain part of pattern in MD?
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Post by mauvemorn on Apr 6, 2024 15:02:28 GMT -5
By offset i didnt mean the setting, but adding some distance between the garment and the body that is achieved by adjusting the shape of patterns. The easiest way of making patterns fit is to import a maxis garment in MD as patterns. Then you can modify them to fit your idea better. How to import Maxis garments in Marvelous designer: - clone a similarly shaped maxis garment, export the blend, open it; - in Edit mode enable X ray, press B, select half of the mesh, Delete - Faces; - delete body parts and all geometries that cover holes; - you can take Knife and cut the mesh to get closer to the shape you want, then select extra and delete it; - select everything with A, Mesh -Merge - By distance. This way MD may preserve sewing; - UVs - Seams from Islands; - remove the rectangular background image with x button, select all uvs, UVs - Unwrap, disable Correct Aspect. MD will use uvs to create patterns, so they must not be stretched; - once done, select your garment, File - Export - Wavefront, enable Selected only; - in MD open the avatar, File - Import ( Add ) - OBJ to Garment, set it to meters; - if there are some random points, select all of them and convert to Curve points; - select all patterns, RMB-click on one, choose Symmetric pattern with sewing; - check existing sewing, add more, simulate; - if splitting the garment into the front and the back does not preserve the shape 100%, split into 4 patterns like the waist area is made here
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Post by simmervibe on Apr 6, 2024 15:44:08 GMT -5
Oh, now I see what you mean. Thank you mauvemorn, you are awesome as always
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