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Post by alerii on Apr 18, 2024 18:53:51 GMT -5
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Post by BokchoiJo on Apr 18, 2024 22:12:32 GMT -5
Hi, if you see the mesh deforming fine in Blender but deform weird in CAS that is mostly because of uv_1 or vertex paint. Since the sleeve of the dress is very big, when you transfer uv_1 part of the sleeve gets transferred to the breast area (circled in yellow) It happens on the other side & on the back of the sleeve too. To fix this I usually just move the misplaced uv_1 to it's proper position manually. You can also try transferring uv_1 from other mesh that have larger sleeve.
For the bow, if you don't want it to morph you can vertex paint it with black or you can select the uv_1 of the bow, scale it & move it up to around the neck area so it doesn't morph with the breast.
EDIT: After further checking it seems the vertex weight for the sleeve needs to be corrected too, the part you see spiking in CAS is actually the sleeve part getting weight from the breast & spine bone when it's supposed to get weight mostly from the upper arm & shoulder twist bone.
So what happens is when the arm is rotated down (idle pose) that part of the sleeve doesn't follow the arm down hence the spiking you see. Same thing happen for the bow, if you don't want it to morph with the breast you need to remove vertex weight from the breast bone. To fix this you can fix the weight manually while you test moving the arm up & down or the other alternative is you can make the part of the sleeve that is near the breast area smaller or you can move it further away from the breast & then transfer the weight again from similar maxis mesh.
On other note, there's a lot of tearing in the uv_1 that could cause weird deformation when morphing the body. If you test ingame & it looks fine you can leave it as it is. If there's more weird deformation that you need to clean up the tearing uv.
Hope this helps.
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Post by alerii on Apr 19, 2024 13:14:38 GMT -5
Wow, thank you so much for the detailed explanation!! I am trying your suggestions and will hopefully update this thread tomorrow
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Post by alerii on Apr 20, 2024 16:20:20 GMT -5
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Post by BokchoiJo on Apr 21, 2024 1:46:47 GMT -5
Hi, I check your blend file & it seems you haven't limit the weight. If you select 1 of the vertex it has more than 4 bone influence, S4S only allows 1 vertex to have a max of 4 bone influence so when you import something with more than that S4S will "auto fix" the weight hence the difference when moving the arm in Blender & in game.
To fix this you need to switch to Weight Paint Mode, go to Weight > Clean to remove any influence that is smaller than the limit (follow the value in the picture). Go to Weight > Limit Total to limit so 1 vertex only have a max of 4 bone influence. Go to Weight > Normalize All to make sure each vertex have a sum value of 1 from all the bone influence. It's recommended you do this with the body part (neck, thigh, hand) separated from the dress, so the body part weight don't get affected. Note I'm still working with blender 2.78 so there's a difference in menu placement, the method is from a quick Google search but I'm certain it will work. I think that should fix it. To check if your weight correction is working, after importing your new blend (A) to the package you can then export it again to a new blend file (B). Open the new blend file (B) & compare if the weight is the same as in the blend file you import (A). If it's different then there might be some other problem.
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Post by alerii on Apr 23, 2024 15:44:15 GMT -5
Bit late to reply, I could only check now but thank you!!! It worked and the weights look good in CAS now! Will keep this in mind if I have this problem in the future. Seriously, thank you so much for your help! :D
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Post by BokchoiJo on Apr 23, 2024 22:15:36 GMT -5
Bit late to reply, I could only check now but thank you!!! It worked and the weights look good in CAS now! Will keep this in mind when I have this problem in the future. Seriously, thank you so much for your help! :D You're welcome, glad you solved it. Keep in mind for your next project if you want to make a loose sleeve make sure it doesn't stick too much to the breast or spine, you can use proportional editing in Blender to move the sleeve around. And try to make the polygon as low as you can, lower polygon means less headache when vertex weighting.
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