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Post by evanescesims on Oct 9, 2024 3:33:38 GMT -5
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Post by mauvemorn on Oct 9, 2024 3:48:07 GMT -5
There are no vertex groups in the list at all, so they did not transfer. uv_1 must come from the body as well Add data transfer modifier, choose top as Source, transfer vertex groups and uv_1, making sure to click on Generate data layers 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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Post by evanescesims on Oct 9, 2024 5:13:59 GMT -5
There are no vertex groups in the list at all, so they did not transfer. uv_1 must come from the body as well Add data transfer modifier, choose top as Source, transfer vertex groups and uv_1, making sure to click on Generate data layers 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!!! | |
hi i did everything above and the mesh in game still isnt moving with the body. can you check if i did it correctly? drive.google.com/file/d/1ur-VobbXC1c_A11vDMMKuf7b8B83_nvb/view?usp=sharing
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Post by mauvemorn on Oct 9, 2024 8:30:24 GMT -5
You must not jump between versions of blender, stick to one, nothing worked. Do everything exactly like this: - open s4s, go to Settings, change blender path to blender.exe in the installation folder of the newest version of blender you have so long it is supported. Other versions can be deleted, there is nothing that cannot be done in the newest; - clone a bra, export a new blend file, open, rename the meshgroup to Reference; - append your belt in this scene; - select the belt, add Data transfer modifier. Choose Reference as Source; - enable Vertex data and Vertex groups, change Mapping to Nearest face interpolated; - enable Face corner data and UVs. Change Mapping to Nearest face interpolated. In the drop down choose uv_1; - click on Generate data layers, apply; - give the belt cut 0, not 0000, s4s uses one digit system now; - import back into the package, re-categorize it as some accessory
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Post by evanescesims on Oct 9, 2024 12:59:38 GMT -5
You must not jump between versions of blender, stick to one, nothing worked. Do everything exactly like this: - open s4s, go to Settings, change blender path to blender.exe in the installation folder of the newest version of blender you have so long it is supported. Other versions can be deleted, there is nothing that cannot be done in the newest; - clone a bra, export a new blend file, open, rename the meshgroup to Reference; - append your belt in this scene; - select the belt, add Data transfer modifier. Choose Reference as Source; - enable Vertex data and Vertex groups, change Mapping to Nearest face interpolated; - enable Face corner data and UVs. Change Mapping to Nearest face interpolated. In the drop down choose uv_1; - click on Generate data layers, apply; - give the belt cut 0, not 0000, s4s uses one digit system now; - import back into the package, re-categorize it as some accessory yes omg it worked, thank you so much! i deleted the old versions of blender so now im working solely on version 3.6. is the way to transfer weights the same? because in the old version, 2.76 i had to switch to version 2.7. so do i do everything in version 3 now?
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Post by mauvemorn on Oct 9, 2024 13:30:34 GMT -5
Yes, you need only one version of blender. So long you do not use 3.6.1, the process is as described in the quoted post. If you want to work in an old blender, you can also do everything in 2.76, without switching to 2.7, but you need to clean weights there
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Post by evanescesims on Oct 9, 2024 13:31:30 GMT -5
Yes, so long you do not use 3.6.1, the process is as described in the quoted post. If you want to work in old blender, you can also do everything in 2.76, without switching to 2.7, but you need to clean weights there wait i have version 3.6.11, why isnt that allowed? and which version do i download to make it work
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Post by mauvemorn on Oct 9, 2024 13:32:21 GMT -5
It is bugged, you need to clean weights there. Get 3.6.9 or 4.2
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Post by evanescesims on Oct 9, 2024 13:38:00 GMT -5
It is bugged, you need to clean weights there. Get 3.6.9 or 4.2 oh and does baking work there too? on this version whenever i try to bake ambient occlusion isnt not transparent anymore
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Post by mauvemorn on Oct 9, 2024 13:58:47 GMT -5
in cycles thats how ao bakes, for some reason. You can just remove the background using the exported uv layout. the process is shown here5:00 - 5:20 - how to export uv layouts 5:50 - 7:20 - how to bake ao 7:20 - 7:40 - how t remove the background
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