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Post by Zelrish on May 4, 2017 2:09:48 GMT -5
Hi, This is a weight problem. You assigned weight to the bone b__R_calf__ for the bottom of the tail but the transition with b__R_thigh__ is wrong. The weights on the thigh's bone stops abruptly and you then have non assigned vertices (from the thigh bone point of view). Here is an illustration of the issue when looking at both vertex groups simultaneously, you can see there is no smooth transition. It appears you made the transition with the bone b__R_thigh_twist__ instead. The problem is that the game uses the bones in order : (bottom to top) foot -> calf -> thigh ->thigh_twist. This is mainly my own conclusion based on experience and observation. Maxis tend to use the thigh_twist bones for movements beginning between the hip and the leg. The same way you yourself rotate your whole leg by just twisting the articulation between your hip and leg. Maybe a solution here would be to unassign the bone thigh and keep only the thigh twist. It depends how you want the tail to move in game anyway. I think you have a lot of tuning to do regarding the end movement anyway.
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Post by misstex89 on May 4, 2017 15:55:45 GMT -5
ok thanks
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Post by misstex89 on May 4, 2017 17:38:37 GMT -5
Everything looks good except that one little transition at the knee. I tried removing the thigh and keeping the thigh twist but I'm still getting that disconnected look when they get fat. I tried transferring weights from one of merman simmers tails, but it's still doing this. I know this may not be a big deal, but I'd like to get this transforming smoothly since I plan on using this base for other things... I guess I'll try transferring the weights from something else like a skirt.... maybe I just have the weights in the wrong place?
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Post by Zelrish on May 5, 2017 2:28:32 GMT -5
oh.. that happens when they get fat. That would have been good to know before.
It seems to happen where the mesh is normally split with the different cut numbers to adjust to wearing boots. It looks like the mesh applies the uv1 from those split parts for boots in addition to your already present uv1 on the tail. Which part did you clone the whole mesh from? I would have recommended a costume including the feet in it by the way so you would not have visible feet in CAS like now and this UV1 problem would probably be avoided. (you could clone one of the armors for example or the astronauts suit I believe is one full piece as well)
Unfortunately I am on a mac at work and cannot see the cut numbers on your mesh. I am not quite sure anyway why the game would apply the uv1 twice on those parts. You could try to make your sim wear normal shoes in game and also boots to see how the textures/mesh overlap to maybe confirm the issue is indeed related.
My recommendation would still be to transfer everything on a clone made from a one piece costume including feet :p edit: I just realised this is just a bottom -_-
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Post by misstex89 on May 5, 2017 15:55:10 GMT -5
They do overlap, but I have invisible shoes that make the feet disappear. I guess I can try and make just the thigh and thigh twist and get rid of the calf weight... I'm on a mac too, otherwise I'd totally be doing objects lol.
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Post by misstex89 on May 5, 2017 17:30:38 GMT -5
is there a way (or an item) that includes the feet so the boot uv doesn't affect when they get fat? I've been experimenting and thinking about it, and thought if they have onesie outfits, we should be able to combine right? Like when you make a long coat into an accessory? So how do you connect the feet to the legs?
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Post by misstex89 on May 6, 2017 15:07:32 GMT -5
bump
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Post by misstex89 on May 7, 2017 13:24:28 GMT -5
How do you get the feet and the legs to be attached so the boot uv doesn't affect when they get fat?
bump
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Post by Zelrish on May 9, 2017 4:09:43 GMT -5
is there a way (or an item) that includes the feet so the boot uv doesn't affect when they get fat? I've been experimenting and thinking about it, and thought if they have onesie outfits, we should be able to combine right? Like when you make a long coat into an accessory? So how do you connect the feet to the legs? hum, I guess you could edit your invisible shoes to remove the vertex paint so they are unaffected by the uv_1. Or simply delete the uv_1 from the invisible shoes.
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Post by misstex89 on May 14, 2017 15:08:19 GMT -5
I editted the invisible shoes...still can't figure this out...I could swear it is UV_1 releated but I straighted out those uvs...vertex paint maybe? Blender: simfileshare.net/download/237642/NoShoes: simfileshare.net/download/237640/Tail: simfileshare.net/download/237641/perfect all the way skinny no muscles slightly distorted skinny with muscles skinny no muscles, no deformities skinny with muscles no deformities in the main tail severe distortion when fat and the tail tends to float up while skinny and be correct when fat Help! ***Is there a way to transfer vertex groups without messing up anything else?***
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