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Post by menaceman44 on Jul 5, 2016 11:30:58 GMT -5
I'm trying to convert an adult outfit to a child outfit. The mesh started out as an adult alien outfit in TS3. I have already successfully converted the outfit for adult males into TS4 with working morphs. I'm now trying to convert THAT conversion for children. I'm using exactly the same methods that I've used before but I have come across an issue that I just cannot solve. I'm using the existing child alien outfit as a base to work on and it is made up of two mesh groups. One is the entire body except for the ring finger on the left hand. The other group is the left ring finger. The suit I wish to use only has one group. This hasn't been an issue before. Usually I replace the main body group with my new mesh and then I delete everything in the remaining group except for one face which I scale down until it almost cannot be seen and then hide it inside the body mesh. No matter what I do this time, when the mesh is imported into the game the finger stretches off into space. This happens if I edit the little finger group and even if I don't and leave it intact. You can download the package to take a look from my OneDrive> 1drv.ms/u/s!Am8KXkA0MW12hji1BCresPxtUs_J Does anyone have an idea about what might be going wrong and how to fix it? (P.S. I know the neck doesn't match at the moment. That will be my next step if I can ever get this finger issue sorted.)
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Post by inabadromance on Jul 5, 2016 15:24:21 GMT -5
I had the same thing (slightly worse) with a s3 to s4 child outfit i did. For the life of me i couldn't transfer to the bottom part of some pants the bones of the feet.. it was a nightmare. I left the bottom part without the feet bones. It clips a little.. but there was literally no way. What you can do.. is click every single vertex around the issue, seeing on the sidebar how the bones are represented and if everything stays at 1 in total. Some vertex must be either overweighted or the other way around.
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Post by menaceman44 on Jul 5, 2016 16:02:05 GMT -5
Would you be able to explain that checking process in a little more detail? Vertex weights are fairly new to me. On previous projects I've only had to transfer weights and the items have worked fine without needing tweaking or checking so I'm not sure which part of blender I would be looking at. Many thanks for what you have said so far.
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Post by monkeysimmy on Jul 6, 2016 10:54:28 GMT -5
I managed to solve your problem. But the result of texture quality is not promising www.mediafire.com/download/f7mvuycci4aj19t/alienChild_edited_2.packageYour problem is about cut number interaction (not rly weight) Cut number determines how many mesh parts CAS item has (And i don't have any idea how will it determine). In this case, Your "template model" (a model you use as a base) to import your alien outfit has 2 cut parts (cut numbers). Imagine cut number are "number of countries" and vertices that belong to each cut numbers are "populations". And each populations can't mixed up/overlapping No.1 is that problematic left ring finger No.2 are the rest of body parts. If there's any mesh that overlap the area cut number already has (In this case, there's portion of No.2's ring finger mesh are overlapping No.1 ring finger), That will make weighting exceed limit and give us a spiking mesh problem (one of the most common CAS editing problem). My process to fix your problemI. I just deleted No.2's some portions of left ring finger in same ratio of what No. 1 ring finger has II. Join No.1 and No.2 group together III. Snap the group of No.1 vertices to No. 2 to connect the finger IV. Point the mouse cursor over No.1 finger's area and press "L" to select the rest of finger vertices group. how the vertices group are determined is preset by original mesh creation). You should have original No.1 finger vertices all selected V. Seperate No.1 by press "P" -> selection VI. Give No.1 back it's cut number right now, i will upload fixed package for you. For process, i will upload picture to describe them later The bad news is i tried to come up with idea, "what if I just delete the No.1 mesh , seperate No.2 finger in same ratio no.1 has and give the seperated a cut number same as what original no.1 has". For now,it didn't worked. Spiky mesh still appeared. sorry for my poor English skill.
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Post by menaceman44 on Jul 6, 2016 15:07:26 GMT -5
THANK YOU for your help and for looking into this. I tried the second method of deleting the finger group and seperating off the other finger and changing the cut number but that still gave a spikey arm. I'll take a look at what you have done and see if I can fix the texture bit.
ETA: The texture issue was an easy fix. It just needed the UV remapping for the finger end. There is still a small spike in the hand though on your fix. I will have a go at your method and see if I can get any better results. Again, thank you so much.
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Post by monkeysimmy on Jul 6, 2016 17:41:32 GMT -5
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Post by hyashi123 on Jul 7, 2016 19:46:10 GMT -5
Wow! You people are geniuses!
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