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Post by daydreaminggoddess on Oct 9, 2024 16:46:44 GMT -5
I'm making an edit of an arm accessory that is originally located on the forearms and I want to create a version that is available on the upper arms too. However, when I place it in-game, the upper arm version does not adjust for the sim's body size.
(Note that while this sim does have unusually large upper arms, the issue persists even with "normally" sized upper arms.)
HERE is the link to the .blend file for the LOD0 of the upper arm spikes, and HERE is the .package file. I cloned it from the upper arm bracelet in Realm of Magic.
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Post by mauvemorn on Oct 11, 2024 1:49:51 GMT -5
Hi. To move and morph like an area of the body it covers, you need to transfer all data responsible for these process from an area of the body it covers. Choose 'top' thats under the rig as Source 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. You can edit it further, but it is not necessary;
- 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 daydreaminggoddess on Oct 16, 2024 0:13:42 GMT -5
Hi. To move and morph like an area of the body it covers, you need to transfer all data responsible for these process from an area of the body it covers. Choose 'top' thats under the rig as Source 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. You can edit it further, but it is not necessary;
- 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!!! | |
I followed these steps, but ended up with a new issue. Since the only upper arm accessory that exists in the game is only for one arm, the results were... interesting.
Am I just going to have to find a piece of cc that is on both upper arms and use that to transfer the weights? (since no such accessory exists in the vanilla game.)
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Post by mauvemorn on Oct 16, 2024 2:41:25 GMT -5
Again, you need to transfer data from the body, not from an accessory. The scene already contains the right body part for this. When you choose Source, you can see an item called “top”, transfer everything from it.
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Post by daydreaminggoddess on Oct 19, 2024 14:51:51 GMT -5
Again, you need to transfer data from the body, not from an accessory. The scene already contains the right body part for this. When you choose Source, you can see an item called “top”, transfer everything from it. My apologies, I misunderstood what you meant by that! Thank you so much for the help!!! It worked!
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