|
Post by opossum112 on Aug 18, 2024 8:37:43 GMT -5
|
|
|
Post by mauvemorn on Aug 18, 2024 11:39:49 GMT -5
Hi. You need to watch the tutorial until the end. The garment must be joined with the body, which is done at the end. Currently only uv_1 is done correctly, weights didnt transfer, vertex paint has the wrong color, no proper uv_1, so all has to be re-done. Before i explain how, please tell me if your computer can run blender 4.2
|
|
|
Post by opossum112 on Aug 18, 2024 13:19:08 GMT -5
Hi. You need to watch the tutorial until the end. The garment must be joined with the body, which is done at the end. Currently only uv_1 is done correctly, weights didnt transfer, vertex paint has the wrong color, no proper uv_1, so all has to be re-done. Before i explain how, please tell me if your computer can run blender 4.2 Yeah no issue with that
|
|
|
Post by mauvemorn on Aug 18, 2024 15:40:13 GMT -5
- go to Marvelous designer, select all patterns, in Property editor switch to Quads, simulate. This way the mesh will be a bit smoother; - export the garment as thin and weld; - delete all versions of blender you have; - download blender 4.2 and install in the recommended location or on the d drive( or other extra drives), nowhere else; - in s4s settings change blender path to blender.exe in blender 4.2 installation folder; - clone a bra, export a new blend, do not re-use existing ones, open; - rename this top to Reference, do not delete anything in the outliner; - File - Import - the .obj you exported from MD; - select it, switch to Edit mode, Select - Select loops - Boundary loops, Edge - Mark sharp; - add Data transfer to your garment and transfer everything as shown below: 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!!! | |
- select the reference, in Edit mode with everything selected Mesh - Merge - By distance; - enable X-ray, press C, select all areas of the body covered by the garment, then disable X-ray and, holding Shift, deselect everything that pokes out. Mesh - Delete - Faces. Select boundary loops and mark sharp on this one as well; - select the garment, in uv_0 select all uvs and move them outside of the uv space; - in Object mode Ctrl-select the reference, join with Ctrl J; - select the garment's uvs, assign this template to the background, press S Y 0.5 to shrink them to their original size; - with all uvs selected, press G and move them where the torso is on this template. Press S and scale both down. Put the front pattern where the front of the body is meant to be and the back where the back, they must not overlap;
- select the garment's uvs and UVs - Export UV layout, change the opacity and height. This will be your temporary diffuse;
- in 3d view Alt-click on the bottom edge loops and on the ones on the sleeves, press F, then UVs - Unwrap. Scale down and put somewhere; - Alt-click on the border edge loop on the collar, then on the border edge loop on the body, Edge - Bridge edge loops, then UVs - unwrap, put somewhere; - give this item cut 0 ( not 0000, this has changed ), save, import into the bra's package, then your uv layout. Make other maps blank, then test in-game; - once everything is fine, bake textures in this blend, without deleting the body
This video shows the adaptation process in 3.6, which has almost identical interface. It is not a proper tutorial, but if you have any difficulties understanding whats explained above, this video features it
|
|