Hi. In newer versions of Blender one must take an extra step in the process of Weight transfer: 1). Select the reference, Shift-select your dress, switch to Weight paint, click on Transfer Weights, choose By Name; 2). Click on Clean, select All groups;
Sorry for not checking right away, I was on mobile. So there's a lot going on If the mesh does not animate, it's always the weights. If it does not morph, it's vertex paint, if it morphs oddly, it's a uv_1 map.
1). There are two random groups in the list that you created yourself but should have deleted before importing the blend file in s4s. 2). The highest amount of influence a vertex group can have on the vertex is 1. Both head and spine vertex groups have this amount of influence on each vertex of the mesh which is not right. 3). The mesh is not vertex painted. Vertex paint defines what variation(s) of deformation maps the mesh will morph according to. When it comes to hair, sometimes it's 007F00, other times it's 007F02. Hairline can be painted by one color, roots by another, end by third. I do not make hair and did not notice a specific pattern, but it's best to just paint with 007F00. This is the color accessories are painted with as well. 4). The mesh is not properly unwrapped in uv_1. 5). There is a uv island that goes out of the uv space in uv_0, should move it down. I also lowered all of them because there were bald spots 6). The mesh also does not have the outer geometry.
7). There were loose vertices in the scene
8). You should apply subsurf modifier before importing the blend file in s4s as well.
9). I changed the shader to Simglass which enabled transparency. To make sure the hair is rendered properly you must layer the planes right. I hate doing it, it never works out for me. Many alpha hair creators use 3ds max for this because there you can actually see this rendering issue in the viewport. I am pretty certain you can set up the materials in Blender to work the same way, so you can check tutorials on youtube on this matter, I am too lazy
Here is an explanation I wrote for the process in Blender.
Triangulate the entire hair. Then separate every plane in order from top layer to bottom (press L to select plane, then P to separate). Separate everything till s4studio_mesh_1 is just an empty mesh (in edit mod it should just be an origin to show the middle but there should be no verticies etc). You should have a bunch of separated meshes. Then, select them all from the highest number to low (for instance mesh_1.0075 then mesh_1.0074 then 73 etc etc etc), and when all selected, make sure you active selection is on mesh_1 (the empty mesh), and press ctrl + j.
Post by torimarene on Mar 28, 2020 18:30:38 GMT -5
Thankyou so much for the long answer, and taking your time to help me. Sounds like there is a lot of issues with my mesh. I am pretty new, so looks like there are things I still need to learn. I seriously appreciate that you took your time to help me out. ^^
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