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Post by sewerwolfx on Aug 12, 2024 19:23:24 GMT -5
hi! so i've edited a base game mesh for personal use and almost everything is done mesh-wise but the weights are not working properly (specifically the inside of the mesh weights are not working at all they just make those big spikes when my sim moves) and i'm really not sure why. i did edit it from a fullbody mesh and turned it into a top so i'm not sure if that could be causing issues? i tried transferring weights from the actual mesh i edited and from a swimsuit mesh but neither worked so i'm stumped lol blend filepackage file
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Post by mauvemorn on Aug 13, 2024 12:11:32 GMT -5
Hi. You need the armature modifier and the rig plugged into it for weights to autonormalize when paining. That said, you do not need to do that at all. - clone ymBody_Bonus01SWarsLeia, export the blend, open, join all meshgroups into one, rename to reference; - file - append - the blend you shared - object - s4studio_mesh_9.001; - delete weights, uv_1 and color attribute from this mesh, then in edit mode delete hands; - transfer weights, vertex paint and uv_1 from the reference to your garment as explained below - delete the reference, change the cut number to 0 ( s4s now uses 1 digit numbers for cas items as well, make sure you're using the latest version of s4s ); - start a new package from a t-shirt and import your blend there. 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!!! | |
You should not have subdivided the mesh this much, all these vertices serve no purpose and will react to any artifact on dmaps or weight paint.
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Post by sewerwolfx on Aug 13, 2024 14:49:31 GMT -5
thank you so much!! that worked for me :D before i transferred everything i got rid of some vertices by deleting edge loops
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