|
Post by eirflower on Sept 20, 2019 19:09:34 GMT -5
Hey! Me again. I'm having some more trouble! For some reason, this shirt that I'm trying to convert keeps floating to the side. I've got it weighted properly and vertex painted, and I have the uv_1 mapped via data transfer. I don't know what could be causing this issue! Any help would be welcomed. Here's the package!
|
|
|
Post by sigma1202 on Sept 20, 2019 19:36:36 GMT -5
something must have gone wrong with the weight transfer, some bones have the weight of 0 when they definitely should have something, I would recommend trying to retransfer them, keep in mind that your mesh needs to be one so you have to merge all the cuts or you can download my fixed version, I am not sure if it works correctly because at the moment I can't start up sims 4 but everything seems ok now in blender: link
|
|
|
Post by eirflower on Sept 20, 2019 19:53:52 GMT -5
That is so strange. I made sure to check most of the bones in Blender when I had it saved! I wonder if it's an import glitch and if I should just re-clone the package... I'll keep you updated!
|
|
|
Post by eirflower on Sept 20, 2019 20:05:08 GMT -5
So this is what happened when I opened up your updated package in game, I'm going to try to re-clone the package, as it looks like something went wonky
|
|
|
Post by eirflower on Sept 20, 2019 20:32:16 GMT -5
Recloning the package did nothing, I'm completely lost
|
|
|
Post by sigma1202 on Sept 21, 2019 2:26:58 GMT -5
I think arm crossing might have something to do with thislike I said in the earlier thread, you can't have simglass on a cut where the body is, that's why it's invisible, also there doesn't seem to be any transparent parts in your mesh, so I am not sure why do you even need it
|
|
|
Post by eirflower on Sept 21, 2019 2:49:50 GMT -5
This is the strangest thing I've ever encountered-- I've been working on this all day. I've recloned the package, and completely started over converting the mesh. From scratch! And I'm still getting this same issue! I'm at the end of my rope here. The feminine version works just fine and I did it the same way!
|
|
|
Post by eirflower on Sept 21, 2019 3:04:37 GMT -5
I think arm crossing might have something to do with thislike I said in the earlier thread, you can't have simglass on a cut where the body is, that's why it's invisible, also there doesn't seem to be any transparent parts in your mesh, so I am not sure why do you even need it I'm aware of this. I had a part of the mesh attached previously that required simglass, and removed it before encountering the arm problem, hence why I didn't ask for help about the invisible skin and instead asked for help with the floating mesh. Unfortunately, taking the advice of the link you send didn't seem to solve the problem either. I even tried recloning ANOTHER package for about the 5th time and it's still floating, albeit in different positions.
|
|
|
Post by sigma1202 on Sept 21, 2019 3:11:52 GMT -5
I actually managed to fix it somehow, I started finicking with the options mentioned in the thread and fixed it Here's the link to the package: link
|
|
|
Post by eirflower on Sept 21, 2019 3:25:14 GMT -5
I don't know how you managed it but thank you so much! This has been by far the most problematic piece of cc I've ever worked on. Did you just mess around with some of the slotray data?
|
|
|
Post by sigma1202 on Sept 21, 2019 3:34:46 GMT -5
I don't know how you managed it but thank you so much! This has been by far the most problematic piece of cc I've ever worked on. Did you just mess around with some of the slotray data? i actually deleted a few entries, i was just testing what would happen and i actually solved the problem XD
|
|
|
Post by mauvemorn on Sept 21, 2019 6:09:50 GMT -5
Hi. Passing by to say that the "flying mesh problem" happens when you don't use Clean tool. You transferred weights in a newer version of Blender following an example for an older version 1). Find an ea item that is closest to yours in shape (collar/no collar, sleeve length), clone it, export the blend; 2). Append it in the scene; 3). Select your mesh (without body, never transfer weights to something that has fingers, they are too close to each other), delete all vertex groups; 4). Select appended mesh, Shift-select your mesh, switch to Weight paint, click Transfer weights and set it like in the pic; 5). Then use Clean tool with All groups selected
|
|
|
Post by eirflower on Sept 21, 2019 16:58:31 GMT -5
Hi. Passing by to say that the "flying mesh problem" happens when you don't use Clean tool. You transferred weights in a newer version of Blender following an example for an older version 1). Find an ea item that is closest to yours in shape (collar/no collar, sleeve length), clone it, export the blend; 2). Append it in the scene; 3). Select your mesh (without body, never transfer weights to something that has fingers, they are too close to each other), delete all vertex groups; 4). Select appended mesh, Shift-select your mesh, switch to Weight paint, click Transfer weights and set it like in the pic; 5). Then use Clean tool with All groups selected Hi, Mauvemorn! Thank you for the advice, though I did use the clean tool each time I transferred weights and it didn't fix anything. Playing around with the slotray data seemed to help though, so that's good at least. It was all very strange and hard to figure out but I'm glad we finally did.
|
|