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Post by ryohere on Jul 2, 2017 13:53:42 GMT -5
I did exactly what the video has shown. What I need to do after i done copying the nude top mesh and nude bot mesh? that's all?
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Post by mintymoonsims on Feb 6, 2019 4:20:17 GMT -5
I have the same problem as gnerdsimmer. I select the UVs button in data transfer, then UV_1 but the By Name option doesn't show me a uv_1 option. I can choose between uv_0 and UVMap.
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Post by eliavah on Feb 25, 2019 0:04:23 GMT -5
I have the same problem as gnerdsimmer. I select the UVs button in data transfer, then UV_1 but the By Name option doesn't show me a uv_1 option. I can choose between uv_0 and UVMap. I dont really create CC much anymore (might be getting back into it) but you need to rename the UVmap to uv_1 by double clicking the name
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Post by Fwecka (Lolabellesims) on Jun 1, 2019 22:17:06 GMT -5
eliavah Thank you for your answer. And the wonderful tutorial first of all! Yes with holes, I mean the vertices are not welded in the UV_1 if you don't group AND remove doubles at the Original EA item that we copy the UV. Exactly the same you said with the nude top and bottom. What happens if I don't remove doubles is exactly what you said with the wonky look in the game. However, if you remove doubles the Uv is all welded up but has that other thing with the line going through from side to side. It seems to be fine like that and in game the highlight doesn't look wonky anymore. I will show you with pictures what I mean. This is how the uv 1 looks just joining the parts of the original EA mesh that you take the data from. This is without removing doubles, just joining the groups. As you can see the "holes" in the uv. This is how it looks if I remove doubles before applying the data transfer.The uv is connected and doesn't have any "hole". However the lines going from side to side are there. I used this last one to the mesh I converted and as you saw in your game the sliders work fine. And the plus that doesn't look "wonky" This is an old thread but I'm seeing the same issues. Mathcope, if you see this, what did you figure out? I'm currently battling the "UV_1 looks like vertice-vomit" problem and it's driving me crazy. I only ever tried tackling a UV_1 once a couple of years ago on a choker and ended up rage quitting. The learning curve is so fun! The first image is what my UV_1 looks like if I don't remove the doubles from the EA mesh. As you can see, there are multiple holes. The second image is what happens if I remove doubles from the EA mesh. Everything gets stretched crazily. It's like the vertices are all connected from one side to the other. What do?
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Post by Mathcope on Jun 1, 2019 23:42:40 GMT -5
Fwecka (Lolabellesims) What I do often is to keep the first UV (the one without removing doubles in EA's mesh). After the UV transfer is complete I just go into de UV and fix the holes by merging vertex manually. This way I don't have things going across the uv map. But.. In the past I've deal with Uv maps like the second image and they worked just fine in game, you can try both versions and see what it works for you. mauvemorn has a great tutorial about UV_1 HERE. I'd recommend you to watch the video too, it is adviced there that you shouldn't remove doubles before doing the uv transfer and that you should use a specific setting for best results. About pinning and manual uv_1 making, I gotta say that i've tried it too and failed lol. It is not an easy task to do, you probably are way better doing a uv transfer and then manually editing here and there.
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Post by mauvemorn on Jun 2, 2019 8:40:21 GMT -5
Fwecka (Lolabellesims) 1). do not remove doubles from the reference mesh before transferring the uv_1; 2). these stretched areas will give you, um, light lines on the mesh that are visible when you hover the mouse cursor over the torso area; 3). the first uv map is better, you can avoid these holes by removing doubles in these area before transferring the uv_1 maps
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Post by Fwecka (Lolabellesims) on Jun 2, 2019 13:11:58 GMT -5
Thanks, Mathcope and Mauvemorn. I found that if I had the "keep UV and edit mode mesh selection in sync" button on then I could just right-click on one vertice and the one it connects to automatically lit up, as well. Then I just hit W and chose weld and closed those holes. And Mauvemorn, that's a good idea. It never occurred to me to just remove doubles in problematic areas of the EA mesh.
Also, I took a look at the UV_1 maps of other creators, notably some of the meshes made by featured artists at TSR and their UV_1 maps looked like hell, too. I no longer feel as bad. :D
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Post by Mathcope on Jun 2, 2019 16:49:27 GMT -5
Thanks, Mathcope and Mauvemorn. I found that if I had the "keep UV and edit mode mesh selection in sync" button on then I could just right-click on one vertice and the one it connects to automatically lit up, as well. Then I just hit W and chose weld and closed those holes. And Mauvemorn, that's a good idea. It never occurred to me to just remove doubles in problematic areas of the EA mesh. Also, I took a look at the UV_1 maps of other creators, notably some of the meshes made by featured artists at TSR and their UV_1 maps looked like hell, too. I no longer feel as bad. :D Definitely don't feel bad about it. I've encounter many creators that don't care about UV_1 at all, so their garmets or accesories only work for certain body shapes (no fat, no muscles). The making, testing and controlling of the Uv_1 can give you a headache for sure, even more since EA never shared a way to make the process a bit easier. It can take a while to test and it will not be 100% perfect, but you decide when it's good enough to share based on your standars .
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Post by Fwecka (Lolabellesims) on Jun 19, 2019 22:00:55 GMT -5
Just wanted to pop on and report something I discovered. SLYD says to subdivide your reference mesh and this helps with both transferring weights and with transferring the UV_1 (https://theslyd.tumblr.com/post/147735921391/tutorial-how-to-do-a-smooth-weight-transfer)
That's a great tip but I wasn't satisfied with the results. But I found if I raised the Islands Handling Refinement to 0.1 (located in the Data Transfer modifier panel) it seemed to give a cleaner result. The Blender manual site says this:
Islands Handling Refinement This setting only affects UV transfer currently. It allows to avoid a given destination face to get UV coordinates from different source UV islands. Keeping it at 0.0 means no island handling at all. Typically, small values like 0.02 are enough to get good results, but if you are mapping from a very high-poly source towards a very low-poly destination, you may have to raise it quite significantly. [emphasis mine]
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Post by Feyona on Jun 22, 2019 4:50:12 GMT -5
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Post by mariobro0s12 on Aug 8, 2020 16:14:53 GMT -5
help I can't make the skirt fit with the weight sliders, I already tried all the tutorials I leave my cc file
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Post by mauvemorn on Aug 15, 2020 9:39:32 GMT -5
help I can't make the skirt fit with the weight sliders, I already tried all the tutorials I leave my cc file
Make sure to vertex paint the skirt with 00ff00 and 3fff00 Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors
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Post by pandamontok on Jan 26, 2021 18:48:18 GMT -5
I tried to data transfer from the reference mesh. But after I hit apply on the modifier, the meshes' face didn't get transferred. Where did I go wrong?
Update: Ah, I have to click the box written "UVs"
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Post by strugglesim on Aug 1, 2022 16:15:34 GMT -5
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