Post by shkatzchen on Aug 8, 2023 17:47:40 GMT -5
Hello!
I've been working on a frankenmeshed bed edit, where I took a modified Cozy Cubbyhole Mattress from Seasons and a modified Killer Queen frame from the base game and put them together. I originally put them into the package from which I'd taken the frame because it had extra shadow meshes. I thought everything was fine until I playtested it and there were some... interesting distortions. Having modified the mattress to remove the deco pillows and slightly stretch the deco blanket so it didn't clip with my bedframe, my initial worries (post a bit of searching) were that I had accidentally modified the weights somehow, but when I checked the blender file I had imported into my package against a fresh export of the original mattress, the weights were fine. The rig was also where it was supposed to be.*
What I did discover, was that the mesh I exported from S4S was not the mesh that I had imported into S4S, as when I exported my mesh from the glitching package, it revealed the weights to have gone haywire. I assumed this was a me issue and reimported the mesh I had just checked was weighted properly. I tested it in the game and it remained glitchy. Upon exporting it again, the same weight mishaps now existed.
I then tried importing the properly-weighted mesh and immediately reexported it. I discovered that just by importing it into S4S, the weights were somehow becoming modified. I then thought it might be a tuning issue, as the Seasons bed has a different tuning than the standard double bed. Changing the tuning of the original package didn't help.
Eventually I hit upon trying to import the mesh into a package made from the Cozy Cubbyhole Mattress. Upon testing in-game, this fixed the issue, but only on the High LOD. The Medium LOD still had distortions and weight issues. I had imported the same mesh into both LODs (the poly count difference of the EA beds was only a few hundred and as my mesh modifications actually removed vertices I felt it would be fine for both LODs to stay the same). I ended up solving the issue by doing what I had originally not wanted to do, exporting a clean copy of the medium LOD, making the same modifications I had to the high LOD, and importing that into the medium LOD.
This solved the issue, and the beds have worked since, which is why I'm posting here rather than making a desperate post in Creator Help. At this stage, I simply want to know if anyone has any idea why this happened. I find it strange that S4S changes the weights of the mesh upon import and would like to understand that. I did find this post which described the same or a similar issue with possibly the same mattress, however that solution did not work for me (I was using 2.70 to begin with and tried switching up to 3.3., then 3.6 when I updated to the newest version of studio, but changing blender versions didn't do anything). Is this something that has to be done with all CC beds? Or are there quirks with that particular bed from Seasons causing this? It would be useful to know going forward.
Thanks for the help!
*I would also like to point out that despite the number of times I've seen it said on this site that "Create 3D Mesh" and "Standalone Recolor" are the same and it doesn't matter which one you use, as far as I know only creating a package from the former allows you to view the rig/slot tab, which can be a bit of a bother when you start off with a recolor and then later want to modify or view the slots.
I've been working on a frankenmeshed bed edit, where I took a modified Cozy Cubbyhole Mattress from Seasons and a modified Killer Queen frame from the base game and put them together. I originally put them into the package from which I'd taken the frame because it had extra shadow meshes. I thought everything was fine until I playtested it and there were some... interesting distortions. Having modified the mattress to remove the deco pillows and slightly stretch the deco blanket so it didn't clip with my bedframe, my initial worries (post a bit of searching) were that I had accidentally modified the weights somehow, but when I checked the blender file I had imported into my package against a fresh export of the original mattress, the weights were fine. The rig was also where it was supposed to be.*
What I did discover, was that the mesh I exported from S4S was not the mesh that I had imported into S4S, as when I exported my mesh from the glitching package, it revealed the weights to have gone haywire. I assumed this was a me issue and reimported the mesh I had just checked was weighted properly. I tested it in the game and it remained glitchy. Upon exporting it again, the same weight mishaps now existed.
I then tried importing the properly-weighted mesh and immediately reexported it. I discovered that just by importing it into S4S, the weights were somehow becoming modified. I then thought it might be a tuning issue, as the Seasons bed has a different tuning than the standard double bed. Changing the tuning of the original package didn't help.
Eventually I hit upon trying to import the mesh into a package made from the Cozy Cubbyhole Mattress. Upon testing in-game, this fixed the issue, but only on the High LOD. The Medium LOD still had distortions and weight issues. I had imported the same mesh into both LODs (the poly count difference of the EA beds was only a few hundred and as my mesh modifications actually removed vertices I felt it would be fine for both LODs to stay the same). I ended up solving the issue by doing what I had originally not wanted to do, exporting a clean copy of the medium LOD, making the same modifications I had to the high LOD, and importing that into the medium LOD.
This solved the issue, and the beds have worked since, which is why I'm posting here rather than making a desperate post in Creator Help. At this stage, I simply want to know if anyone has any idea why this happened. I find it strange that S4S changes the weights of the mesh upon import and would like to understand that. I did find this post which described the same or a similar issue with possibly the same mattress, however that solution did not work for me (I was using 2.70 to begin with and tried switching up to 3.3., then 3.6 when I updated to the newest version of studio, but changing blender versions didn't do anything). Is this something that has to be done with all CC beds? Or are there quirks with that particular bed from Seasons causing this? It would be useful to know going forward.
Thanks for the help!
*I would also like to point out that despite the number of times I've seen it said on this site that "Create 3D Mesh" and "Standalone Recolor" are the same and it doesn't matter which one you use, as far as I know only creating a package from the former allows you to view the rig/slot tab, which can be a bit of a bother when you start off with a recolor and then later want to modify or view the slots.