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Post by aboringppl on Jul 5, 2024 5:24:29 GMT -5
need help i don't know how to edit its weight and uv1
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Post by aboringppl on Jul 5, 2024 5:25:31 GMT -5
blender:https://www.mediafire.com/file/x4gegybmpbt54sd/outfit.blend/file package:https://www.mediafire.com/file/e2ji2zon2fr1gma/outfit.package/file
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Post by mauvemorn on Jul 5, 2024 12:10:00 GMT -5
Hi. There are a few problems with this item: - exceeded number of bones. Since your garments has shoes, it is affected by bones from the foot area; - no proper uv_1; - vertex painted with the wrong color Do everything exactly like this: - open your blend, select the mesh, File - Export - Wavefront ( obj), enable Selected only. This will remove all unnecessary data; - clone ymBody_EF01SwimsuitOnePiece, export the blend, open; - expand the rig, make feet selectable, select them, in 3d view press Shift D, then Esc to duplicate; - select feet.001, Ctrl-select s4studio_mesh_1, in 3d view press Ctrl J to join; - double-click on s4studio_mesh_1 and rename it to Reference; - File - Import - obj, import your obj; - selected imported mesh, add Data transfer modifier to it, transfer everything from it as shown below; 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!!! | |
- delete the reference, give your garment cut 0000, save; - clone ymBody_EF10Noctis specifically, import your blend and textures there
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Post by aboringppl on Jul 6, 2024 3:56:39 GMT -5
Hi. There are a few problems with this item: - exceeded number of bones. Since your garments has shoes, it is affected by bones from the foot area; - no proper uv_1; - vertex painted with the wrong color Do everything exactly like this: - open your blend, select the mesh, File - Export - Wavefront ( obj), enable Selected only. This will remove all unnecessary data; - clone ymBody_EF01SwimsuitOnePiece, export the blend, open; - expand the rig, make feet selectable, select them, in 3d view press Shift D, then Esc to duplicate; - select feet.001, Ctrl-select s4studio_mesh_1, in 3d view press Ctrl J to join; - double-click on s4studio_mesh_1 and rename it to Reference; - File - Import - obj, import your obj; - selected imported mesh, add Data transfer modifier to it, transfer everything from it as shown below; 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!!! | |
- delete the reference, give your garment cut 0000, save; - clone ymBody_EF10Noctis specifically, import your blend and textures there OMG,best tutorial,You save my life :DDDDD,thx so much
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