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Post by mauvemorn on May 31, 2020 7:47:47 GMT -5
Hi.
All parts of the body the clothing covers should be removed.
The mesh is split into meshgroups for a reason: to tune each of them differently. The meshgroup with the cut number 0000 that you replaced with your whole garment is tuned to disappear upon interaction with tall boots. The upper calves and the rest of the body are on the separate cut layers, which is why they poke out.
The garment does not have a proper uv_1 map, it will not morph the right way.
The purpose of retopology is to change the existing topology in a way that would preserve major details, provide smooth shading and animation. Decimate modifier ruined your topology to the extent that legs would simple not bend at all. There are holes in the mesh all over. Never use it. Either retopologize it the right way or just raise Particle distance to 20
Before continuing, I strongly advise to watch more tutorials to get a better idea of what each step of the process does, otherwise you will encounter more and more issues
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Post by CopyMeshGuy on May 31, 2020 7:51:57 GMT -5
And what i should to do this? Make again...? Can you tell me?
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Post by CopyMeshGuy on May 31, 2020 7:56:05 GMT -5
When i have an error weight.. I watched your video to fix and see another tutorial for make cc and result is here😀
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Post by mauvemorn on May 31, 2020 10:31:22 GMT -5
The weights transferred right. Decimate modifier ruined it.
You should go back to Marvelous designer, quadrangulate the garment if it is in tris, raise Particle distance to 20, export it. Clone a lingerie set, export the blend, open it. Import the obj file, transfer a uv_1 map and weights, vertex paint, join with the body, set the cut and type, import in s4s instead of the lingerie set.
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Post by CopyMeshGuy on May 31, 2020 17:58:46 GMT -5
Thanks for help me solve issue💕💕
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Post by CopyMeshGuy on Jun 7, 2020 9:35:35 GMT -5
The weights transferred right. Decimate modifier ruined it. You should go back to Marvelous designer, quadrangulate the garment if it is in tris, raise Particle distance to 20, export it. Clone a lingerie set, export the blend, open it. Import the obj file, transfer a uv_1 map and weights, vertex paint, join with the body, set the cut and type, import in s4s instead of the lingerie set. I know this error! When i doing cc i see the vetrice is too a lot of then i decimate from blender then they have an error is that correct?
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