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Post by trevoi on Jul 11, 2024 8:49:55 GMT -5
blender 3.7.6 blender file herewhen i put the top on a sim in game, its completely off of my sim and seems to attach to the shoulder. yet when i adjust the weight or chest it conforms with it, just not in the right place. i really have no clue what ive done... ive tried redoing the data transfer and as far as the tutorial i watched shows, there wasnt anything particular i had to do with vertex/weight paint, it was sort of built into the data transfer....
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Post by trevoi on Jul 11, 2024 8:55:53 GMT -5
here is the package and a screenshot of the issue click
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Post by mauvemorn on Jul 11, 2024 10:33:56 GMT -5
Hi. The mesh isnt rigged at all. I assume you transferred weights, uv_1 and vertex paint with Data transfer at once? If yes, you must have forgotten steps 5 or 6 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. You can edit it further, but it is not necessary;
- 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!!! | |
Also, unrelated to the problem, a few issues: - your garment is a bit longer than the reference, so it may clip into the lower body. It would be best to re-transfer everything from a reference of similar length, just make sure to separate the body from your garment first; - try to delete as much of the body covered by the garment as you can, this way you will minimize clipping and free up valuable uv space; - try to always put uvs in their intended locations ( front of the garment where the front of the torso used to be, etc ) and avoid the bottom right corner. Everybody puts everything there and you end up with cas full of items that cannot be used together; - solidify strings instead of extruding them, it looks better this way; - remove a seam on the body by selecting everything and Mesh - Merge - By distance; - right now every face in geometries that cover holes is separated, which leads me to believe that you split edges the wrong way. So there are two ways you can do it: a). select the whole geometry that covers a hole, then Mesh - Split - Selection; b). Alt-click on the edge loop you want to split and Mesh - Split Faces by edges
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