One should not import a garment into a package started from glasses, it will mess up slotrayinteractions.
We would need to see your dress to tell what would be the best approach.
In the video above there are some unnecessary steps.
The general idea is the following:
If the garment is skintight in the area you want to add transparency, you can put uvs over corresponding areas of the skin texture and simple adjust the opacity of the diffuse.
If these parts of the garment are loose like ruffles in the screenshot below, you need to put uvs away from the skin texture and assign a different shader to them.
When making tops, you can start from tops that are split into multiple vertex groups and change the reason for that. If you do not understand why they are split a certain way to begin with and how to modify that to not create new problems, it is best to add a new meshgroup. How to do is in explained below:
How to add a new meshgroup for transparency:
- Enable sync in the UV editor;
- Select uvs of the area you want to be see-through and move them away from where the skin texture is. You can see where the body is unwrapped on
the template;
- With these uvs still selected, in 3d view Mesh - Separate - Selection;
- Select the separated meshgroup and give it a different cut. To keep things simple, lets say there was only one meshgroup with cut 0, so you give the separated one cut 1;
- In s4s click on CAS and filter the catalog by 1 meshgroup and an Outfit category this item belongs to, clone something;
- Tools - Modding - Embed externally reference resources;
- Click on the first Geometry in the list, then on Duplicate. Change the last digit of Group to 1, hit Ok. If it won't let you, use a different number;
- Do the same with the second geometry, changing the digit to 2. You do not need to add them to LOD2 and LOD3;
- Select Region map, in Data tab to the right-hand-side click on Edit items. In the opened window click on Edit items again;
- Select the first entry in the list, click on Copy. Do the same with the second one;
- Select the first duplicated entry ( fifth ), change the last digit of Group to 1. Select the sixth, change to 2, save, close Region map window;
- Select CAS part, in the search bar type in LOD, click on Edit items;
- Select LOD 0, then on Edit items next to LodModels;
- Copy an existing entry, change the last digit to 1, save. Do the same with LOD 1, changing the digit to 2. Save, close these windows;
- Select the first of the duplicated geometries, type in Shader, change it to Simglass. Do the same with the second geometry;
- Now you can import your blend files and create new swatches.