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Post by meltedpenguin on Jul 23, 2024 17:15:54 GMT -5
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Post by mauvemorn on Jul 24, 2024 8:37:20 GMT -5
Hi. I think its the thigh bones that affect the bottom of the shirt.Try this: - remove decimate modifier; - open your blend, in uv editor enable sync and select uvs of arms; - in 3d view press P - Selection to separate them, then hide arms; - clone a nude upper body, export and append it in the scene, rename to reference; - transfer weights from the reference to the torso with Nearest face interpolated, then clean and limit them; - delete the reference, join hands with the body;
- import back into your file; - add decimate, make other lods.
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Post by meltedpenguin on Jul 24, 2024 16:27:36 GMT -5
Thanks for responding. It didn't work (my mesh ended up flipping sideways except for the arms I separated) but I appreciate you trying to help. I did find a different solution tho. For anyone else that may come across this, what I ended up doing is reopening one of in game shirts I used for the frankenmesh and used that as my base (instead of trying to re-add it onto my mesh) to make sure I kept the original bones and rig (not sure if that actually matters cause I'm new to this). Then I made sure I made my cut a little bit higher than I originally did to avoid the problem area. Seems to be working fine now. Thanks again.
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Post by mauvemorn on Jul 24, 2024 16:53:42 GMT -5
(my mesh ended up flipping sideways except for the arms I separated) you transferred weights with incorrect settings -make sure both the reference and your garment are visible and selectable; - select the reference, shift-select the garment, in weight paint mode click on Transfer weights; - change Source layers selection to By name;- Vertex mapping to Nearest face interpolated; - use Clean tool with Subset set to All groups;- use Limit total with 4
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