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Post by pearlstarzz on May 6, 2024 0:27:01 GMT -5
Hi! I’ve been having issues with the making of a long skirt mesh. I read and watched loads of tutorials and also checked some threads here for similar issues, but I still can’t fix this. Thanks in advance for your help! My problem is the following: my mesh looks completely fine in Blender. I’ve checked the way it morphs with movements more than once in Blender and everything looks good. However, when I make a sim wear the skirt in CAS, it shows a bump in the front part. Also, when the sim walks, the skirt kinda breaks in the middle. I was thinking it might be an issue related to uv_1 or weight/vertex paint, but I don’t know what to do about it. Here is the blend file and the package file.
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Post by Silerna on May 6, 2024 7:13:30 GMT -5
What color for the vertex paint did you use? for a Top , everything has to be colored with #00FF00 and the bottom has to be #3FFF00. If you only make one part of the body, in your case a skirt. Just color it with #3FFF00 only. The UV_1 Looks ok. So it might be the weights. What did you clone for the weights?
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Post by BokchoiJo on May 6, 2024 9:23:39 GMT -5
Hi, looks like the bulging part of the skirt is affected by vertex weight from the other leg. To fix it you can copy vertex weight from a neighboring vertex that behaves correctly. Also I assume you're not finished with the rest of the model, since you need to delete the leg inside of the skirt so it doesn't show up when walking.
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Post by mauvemorn on May 6, 2024 9:53:51 GMT -5
Hi. The denser the topology, the more problems like this you will encounter after transferring data from a low poly maxis reference. - Clone a similar maxis skirt, export, append, do not remove doubles on it; - Un-subdivide your skirt and re-unwrap it; - transfer weights, uv_1 and vertex paint from a maxis reference with Nearest face interpolated. After that, it should behave fine. If not, edit weights manually as explained here
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Post by pearlstarzz on May 6, 2024 11:22:40 GMT -5
Silerna I painted almost everything with #3FFF00, except for the part that covers the belly, which I painted with #00FF00. I transferred the weights from this mesh (if that’s what you mean by ‘clone’), but I also painted it a bit by hand afterwards.
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Post by pearlstarzz on May 6, 2024 11:24:20 GMT -5
BokchoiJo I will try it, thanks! What do you mean with ‘delete the leg inside of the skirt’? I used the nude mesh but deleted the parts that weren’t visible, I don’t know why it still shows up. :(
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Post by pearlstarzz on May 6, 2024 11:24:55 GMT -5
mauvemorn Thanks for your reply, I will try it!
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Post by mauvemorn on May 6, 2024 11:26:52 GMT -5
BokchoiJo I will try it, thanks! What do you mean with ‘delete the leg inside of the skirt’? I used the nude mesh but deleted the parts that weren’t visible, I don’t know why it still shows up. :( You may be starting a package from something that is made of more meshgroups than your blend contains Filter the catalog by 1 meshgroup, clone a skirt, import your blend there
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Post by pearlstarzz on May 6, 2024 20:56:29 GMT -5
Hi. The denser the topology, the more problems like this you will encounter after transferring data from a low poly maxis reference. - Clone a similar maxis skirt, export, append, do not remove doubles on it; - Un-subdivide your skirt and re-unwrap it; - transfer weights, uv_1 and vertex paint from a maxis reference with Nearest face interpolated. After that, it should behave fine. If not, edit weights manually as explained hereHi again. I followed these steps and also created the new package with the 1 meshgroup item. The main issues seem to be solved, but this part at the bottom still causes trouble. Also, I noticed that the seams look odd; they didn’t look like this before, so I’m wondering what happened. Should I share the updated blend and package files?
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Post by mauvemorn on May 7, 2024 0:22:21 GMT -5
yes, share it please
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Post by pearlstarzz on May 7, 2024 17:23:30 GMT -5
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Post by mauvemorn on May 8, 2024 6:32:31 GMT -5
The seams you're seeing is what happens when you remove doubles on the reference and transfer uv_1 from it. It was like this the first time as well, just appears when you hover over the mesh in CAS This should not be here It remained the same because uv_1 did not transfer. The reason for this is hidden and unselectable reference Also, we close holes to make sure the transparent inner side of the garment is not visible. There is no reason to solidify an area if most of it will be hidden. The holes should be closed at before weight transfer, this way a vertex in the middle of the bottom will inherit medium weights. If not, you can close the hole without making creating this vertex - In UV editor enable sync, press B, select uvs of body parts, in 3d view P - Selection to separate them. Never transfer anything to body parts; - select separated body parts, in Edit mode select everything, Tools - Remove doubles with Merge distance set to 0.0001; - select the skirt, hover over the side geometry at the top, press L, Delete - Faces; - disable Limit selection to visible, select a few vertices on that inner geometry, press Ctrl L, delete; - delete geometry at the bottom as well; - select everything, Select - Select boundary loops, Mesh - Edges - Mark Sharp; - press F, then Mesh - Faces - Triangulate; - Mesh - UV Unwrap - Unwrap, put them somewhere; - make the reference visible and selectable; - select your skirt, add data transfer, make sure to set it up just like this, apply; - do Clean with All groups and Limit total; - add Edge split modifier, disable Edge angle, apply;
- join back with body parts
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Post by pearlstarzz on May 12, 2024 11:28:32 GMT -5
Hi! Sorry for not replying earlier, but I’ve been busy. I did the data transfer as you said, and it worked perfectly! The only difference is that I recreated the geometry in the bottom, kinda imitating the one from my reference mesh. However, the ankle part still appears. I tried deleting that part, but it still shows up. Should I not delete it? Also, does this ‘glitch’ have anything to do with the weights? Something I should fix manually perhaps? blend filepackage file
Thank you for your help so far.
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Post by mauvemorn on May 12, 2024 13:53:45 GMT -5
Nude body parts and skirts are adapted and behave differently from each other, so when they are too close, one will clip into another. Replace the body part with the one harvested from the reference. Since you transferred all data from that skirt, it should behave exactly as your skirt and clipping should not happen: - delete the nude body from your skirt; - append the same exact skirt you used to transfer data; - delete everything covered by your skirt; - remove doubles. As for feet clipping in the skirts, you could try editing weights manually, but it would be a headache. It would be easier to either shorten the skirt or just move it further away from feet in this area.
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Post by pearlstarzz on May 12, 2024 19:12:44 GMT -5
Hi, I tried replacing the body and it still clips. I tried several times with the same results. packageblendAbout the ankles, I made my mesh a little bigger and it worked a little bit. I’ll try editing weights as soon as I can to see if it gives me better results.
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