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Post by sinfulsimming on Jul 5, 2024 4:24:28 GMT -5
I've been fighting this set for longer than I'd like to talk about and I am at my wit's end. I've UV'd it, UV-1'd it, I've weighted it to the chest groups etc etc and for some reason the chain will expand with the breast slider but half of the rest doesn't and I cannot figure out why. It's vertex painted with 00FF00, it should be FINE from everything I have read and looked at. I do not understand why it is not working 😭
Any help would be greatly appreciated
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Post by mauvemorn on Jul 5, 2024 13:01:37 GMT -5
Hi. To not clip in breasts, everything in that area must expand and shrink with them. For that to happen, an object must receive all data from an area of breast it covers. However, it makes no sense for a solid object to behave this way, so you wont be able to get it to work right no matter what. You have two options: 1. Transfer everything from a top and not change breast size; - expand the rig, make top visible and selectable; - select the necklace, transfer all data from top like this How to make an item move and morph by transferring weights, uv_1 and vertex paint
Transfer weights, uv_1 and vertex paint with Data transfer. The result may not always be perfect, but it is best to solve problems as they come:
- Unhide the reference. It must be visible* ( eye icon ) and selectable* ( cursor icon );
- Select your hair;
- In Modifiers tab add Data transfer modifier;
- Choose Reference as Source object;
- Enable Vertex data and expand it;
- Enable Vertex groups*;
- In Mapping choose Nearest face interpolated;
- Enable and expand Face corner data;
- Enable Colors*;
- Shift*-click to enable UVs as well;
- In Mapping choose Nearest face interpolated;
- Expand UVs, choose uv_1 in Layer selection ( don't forget, otherwise uv_0 will be overwritten as well);
- Click on Generate data layers*;
- Apply the modifier;
- In Data tab expand UV maps. Double-click on UVmap, rename it to uv_0;
- If uv_1 appeared, it most likely transferred successfully;
- Expand Color attributes. If you see color0, it transferred;
- Expand Vertex groups. If you see names of vertex groups, they most likely transferred successfully. However, there is one ( or two ) more thing(s) you need to do;
- If you're using Blender 2.76 - 2.79, 3.6.1, switch to Edit mode, select everything with A, Mesh - Weights - Clean with Subset set to All groups to fix the result of a bug that exists in these versions;
- Regardless of your version of Blender, in Edit mode, with everything still selected, do Mesh - Weights - Limit total.
* Data will not transfer if you will forget to do these steps!!! | |
2. Make a necklace "hover" in that area and just dont make breasts too big - delete uv_1; - delete an existing color attribute, create a new one like this but with blacl color ( hex 000000); - click on v, delete all bones. Create two new ones with +. Rename the first one to b__Spine1__ and the second one to b__Spine2__. Select everything with A, select b__Spine2__, paste 0.690196 in Weight, click assign. Select b__Spine1__, paste 0.309804, assign. Also, unrelated to this issue, your necklace is uv unwrapped in uv_0 in the wrong place and will conflict with tops, shoes and bottoms
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Post by sinfulsimming on Jul 5, 2024 20:59:36 GMT -5
Not sure if it was the uv_1 or the vertex colors, but I reckon the fact I hadn't been making the source data visible is why it wasn't working properly! I did the transfer AGAIN and it's working now, eyy! Thank you so much!! And the uv_0 doesn't matter for this piece, as it's designed to go solely with a single dress I made, and does but thank you!
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Post by mauvemorn on Jul 6, 2024 1:42:34 GMT -5
If my memory serves me well, it was weights. When you transfer weights in bugged versions of blender (2.76-2.79, 3.6.1), you need to clean them afterward
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