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Post by DarkDirigibleTitan on Aug 8, 2024 23:53:43 GMT -5
I am trying to make a gown which goes over the top of other clothes by putting it in the glasses accessory slot. It's very ambitious for an early cc, but despite that, it's mostly complete, except for the UV-1 map which is broken. I could use it fine on a thinner sim, but when I scale it up, it barely grows, causing the body to overlap the outfit as shown in this first image.
CAS:
UV1: (Yes, I have shifted and resized it before saving)
Vertex Paint: (I've vertex painted with 00FF00 (skintight green) for the top and F3F315 (yellow) for the dangly bits.) The UV-1 map didn't work when I used Data Transfer to copy the map across from a similar length dress, so I moved the vertices manually. It's very rough, but it seems like it should be close enough that I begin to see *some* results, at least on the back and arms. Do I need perfect precision, or is something else wrong? I am happy to provide more details. Here are the files if needed 1drv.ms/f/s!AmHmZWyItWv2dKQgEWlCouZmaUY?e=9KamW2
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Post by mauvemorn on Aug 9, 2024 3:57:49 GMT -5
Hi. There are a few causes: 1. Vertex paint. A robe would be painted with 3FFF00 in the skirt area and with 00FF00 everywhere else. The yellow color havent been used in probably 7 years. It is always best to just transfer vertex paint; 2. UV_1. With clothing, once you transfer uv_1 from a reference, you're done. You do not edit it further. If the result is unsatisfactory, instead of trying to fix it, look for causes to eliminate them and re-transfer; 3. Shape. This is the main problem with your garment and the reason why data is not transferring right. If you were to look through the catalog, you'd find no item with such sleeves. This would have been your sign to either abandon the idea or to modify it. In-game a sim stands with arms down most of the time, so the garment must be shaped with this pose in mind, not a t-pose. Not only that but, since the sleeves are loose in the armpit area, they receive data from the torso instead.
Anyway, if you want it to work as it should, you need to re-shape the sleeves in the armpit area and transfer all data the a dress of similar length
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Post by DarkDirigibleTitan on Aug 9, 2024 7:17:05 GMT -5
Thanks so much for taking a look, it's still not working, but you are a legend for giving such a detailed response. I've updated the vertex colours, reshaped the sleeves, and re-transferred the UV-1 across from a similar-ish dress ingame: I am still getting the same resizing problems. Little patches all over the entire model which don't resize enough. I did notice that the vertex paint was done incorrectly, and remedied it by directly setting the colours rather than painting everywhere, but this still didn't fix it. Here is what it looks like in CAS again, the same problem almost exactly. Most evident from the back, where the shoulders, spine and hips push through the mesh. And here is the blender + UV1 map, showing the new sleeves and the UV-1 map as it appears when transferred across from the dress. (I have transformed it onto the UV-1 template to see how well it fits, but the actual blender file is saved directly after transferring it) I'd upload the updated blender file again, but microsoft says this file alone was enough to violate TOS and lock the onedrive account. Maybe it scanned the textures on the blend1 file and saw lots of skin? ¯\_ (ツ)_/¯ This is tricky enough without MS doing its usual thing. Have you got any ideas on what else might be causing the problem with this outfit? Bad mesh topology? Do I need to try a different UV-1 map from a different dress? Edit: What are "slotrayinteractions"? Due to reasons, I suspect that my quick workaround for getting transparent feathers at the bottom may have messed with those.
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Post by mauvemorn on Aug 9, 2024 7:37:03 GMT -5
Upload your updated files on mediafire.com and share a link please. also, tell me what version of s4s you use. Like I said, after transferring uv_1, you do not shrink it to fit the uv space, do not edit it in any way. Before blender had Data transfer feature, this image was used to create uv_1 from scratch. Now there is no need in using it at all
as for slotrayinteractions. For example, when a sim picks a plate, it goes into the hand, because that’s where the hand slot is in Slotrayinteractions. So for your garment to work as intended, you want to start a package from something that has hands
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Post by DarkDirigibleTitan on Aug 9, 2024 7:57:36 GMT -5
Here's the updated blender and package files. I've moved the draped sleeve upwards without updating the texture for now. www.mediafire.com/folder/duovsf7gs3ioh/Sims+1I am using Sims 4 Studio version 3.2.2.5 (Star). Which was downloaded about a week ago. My Blender is version 3.6.
If you're stuck, I'll remake it more carefully using different base clothes another time and debug my process as I go. That should eventually solve it.
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Post by mauvemorn on Aug 9, 2024 9:20:53 GMT -5
I transferred weights, uv_1 and vertex paint from yfBody_DressMaxi as shown below and it seems to behave better. However, in some places the garment is either too tight or too low poly, so you need to move it away from the body, add extra edge loops, delete everything beside uv_0, then re-transfer data, and apply solidify 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!!! | |
For the future, instead of modelling garments completely from scratch, it is best to reshape existing ones, faster, less problems.
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Post by DarkDirigibleTitan on Aug 9, 2024 22:02:38 GMT -5
You are a genius! I replicated your steps and got it working. How did you pick that particular dress? It doesn't even have arms yet it worked great. I'm not entirely sure what happened with the UV-1 map, perhaps it did just need better precision or something. It's working very well now, even when I tried it again with the droopy sleeves. Any minor discrepancies were fixable by adding more geometry or moving bits slightly. As a comparison, I mapped the UV-1 and the old template to the clothing texture. It's a much smoother fit, all the lines are smooth, and you can see that the texture lines up with the body below. I guess doing it manually is nowhere near accurate enough. The weights are all good too. Including the arms, which surprises me. Of course, if I do the hanging sleeves, they will be rigid since sims doesn't have clothing physics, but they're usually hidden beneath the arms anyway. In future, I think I'll stick to less unusually shaped clothing and reshape existing things like you say. I knew this one would be a challenge. It's some of the weirdest shaped clothing I've seen. Thanks so much!
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Post by mauvemorn on Aug 10, 2024 0:04:50 GMT -5
Basically, for a garment to move and morph like an area of the body it covers, it must receive all data responsible for these processes from an area of the body it covers. There are differences in how skirts move as opposed to nude legs (+ a few other minor instances here and there), but when it comes to sleeves and arms, theres none. So, a reference does not need to have the same design as yours, it just needs to contain the right areas (for example, nude legs or a mini skirt are not suitable to be a reference for a knee length skirt).
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