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Post by flynnaeryn on Sept 3, 2024 11:53:21 GMT -5
Hello, sorry if this is something that has been answered before/is really obvious.
I've created an accessory pin in blender 4.1 by copying the HSY boutonniere, creating my mesh, joining them and then deleting the boutonniere mesh. It's my first time trying my hand at meshing and I thought that by joining them first it'd copy over the rigging/weighting/whatever it's called from the boutonniere so it would morph properly but (probably obviously) that didn't work. How would I go about doing it myself? I think everything else is fine, the texture shows up properly in S4S, it's just that the mesh is 'stuck in place' on the sims in game and doesn't adjust to their body size or shape.
This is what I'm looking at so far:
Thanks
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Post by mauvemorn on Sept 4, 2024 11:03:40 GMT -5
Hi. To behave like an area of the body it covers, the pin must receive all data from an area of the body it covers. In the scene there is already such item, the top under the rig. Select your pin, add Data transfer modifier, in the drop down choose top as source, transfer everything as explained below. You dont need to make the top selectable, it blender 4+ it will transfer just fine
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!!! | |
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