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Post by Stam on Oct 11, 2024 17:55:34 GMT -5
Like that. Just a couple of vertices at the top. All weight groups (in fact, there's only four: b__R&L_Foot__, b__R&L_Calf__) use same bones as the original shoes. UV_1 is fine. I added a custom elevation to 0&1 LOD, but the problem existed before I did that. What could it be? File: www.simfileshare.net/download/5048372/
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Post by mauvemorn on Oct 12, 2024 3:20:07 GMT -5
Hi. Uv_1 isnt right. There are 3 color attributes, with the correct one being second instead of the first one in the list. The toenails should not be separated. They also need to be unwrapped properly. Do things exactly like this: - unwrap toenails where they are meant to be on the uv map; - join the feet with toenails; - delete everything but uv_0; - save and close this blend; - clone shoes of similar elevation made of one meshgroup. Export the blend, open, rename an existing meshgroup to Reference; - in uv editor enable sync, select uvs of soles, in 3d view press Delete, choose Faces. This will give you much better uv_1; - append your shoes, delete rig.001 and bone_bone_shape.001; - transfer weights, uv_1 and vertex paint from the reference to your mesh as explained below; How to make an item move and morph by transferring weights, uv_1 and vertex paint
Transfer weights, uv_1 and vertex paint with Data transfer. The result may not always be perfect, but it is best to solve problems as they come:
- Unhide the reference. It must be visible* ( eye icon ) and selectable* ( cursor icon );
- Select your hair;
- In Modifiers tab add Data transfer modifier;
- Choose Reference as Source object;
- Enable Vertex data and expand it;
- Enable Vertex groups*;
- In Mapping choose Nearest face interpolated;
- Enable and expand Face corner data;
- Enable Colors*;
- Shift*-click to enable UVs as well;
- In Mapping choose Nearest face interpolated;
- Expand UVs, choose uv_1 in Layer selection ( don't forget, otherwise uv_0 will be overwritten as well);
- Click on Generate data layers*;
- Apply the modifier;
- In Data tab expand UV maps. Double-click on UVmap, rename it to uv_0;
- If uv_1 appeared, it most likely transferred successfully. You can edit it further, but it is not necessary;
- Expand Color attributes. If you see color0, it transferred;
- Expand Vertex groups. If you see names of vertex groups, they most likely transferred successfully. However, there is one ( or two ) more thing(s) you need to do;
- If you're using Blender 2.76 - 2.79, 3.6.1, switch to Edit mode, select everything with A, Mesh - Weights - Clean with Subset set to All groups to fix the result of a bug that exists in these versions;
- Regardless of your version of Blender, in Edit mode, with everything still selected, do Mesh - Weights - Limit total.
* Data will not transfer if you will forget to do these steps!!! | |
- delete the reference, give it cut 0, import back into the package
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Post by Stam on Oct 12, 2024 9:54:13 GMT -5
Seems to not be the case, unfortunately. I repeated all the steps you provided (except I just deleted the toenails instead of merging), moved the result into a fresh blend file, imported in a fresh package and still there's the same distortion in same vertices just like nothing changed. New file: www.simfileshare.net/download/5050675/
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Post by mauvemorn on Oct 12, 2024 10:12:44 GMT -5
Share the blend file instead please, what comes out of s4s differs from what was imported in it
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Post by Stam on Oct 12, 2024 10:17:51 GMT -5
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Post by mauvemorn on Oct 12, 2024 13:30:20 GMT -5
You're using a bugged version of blender, later change it to 4.2 and then change the path in s4s settings. This is not the cause of the problem, though Just noticed that your mesh is below the ground's level, so you're meant to lower the reference. You're also not meant to import the same blend in every lod.
In edit mode select edge loops where the reference connects to the leg, Ctrl I to invert the selection, lover it to match your feet. Re-transfer weights and uv_1.
uv_1 is meant to look something like this: If this wont give uv_1 with straight top vertex loops: - in the outliner click on Filter and enable cursor; - expand the rig and make bottom selectable. Select it, choose uv_1; - Ctrl-select your shoes in the outliner, select uv_1 as well; - in the uv editor enable snapping to vertex, if the border vertices of your shoes' uvs dont match the ones on feet, select them, press G, snap them; - while you're at it, select everything and Mesh - Weights - Clean, with Subset set to All groups. This fixes the bug with 3.6.1. As for lods: - clone a new package, export all 4 lods; - open lod 1, delete maxis shoes, append yours; - decimate; - import just lod 0 and lod 1 into this package, check in-game. If everything will work out, make other lods
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Post by Stam on Oct 14, 2024 4:55:15 GMT -5
Yeah, it really was about "not meant to import the same blend in every lod", even though it always worked for me before. Basically, I just decimated my base package by 0.4 and it fixed LOD 1. Also imported the original maxis shoes for LOD 2&3 since the difference wasn't visible that far away. No manipulations with UV_1 was succesful, but all your explanation led to a real solution so thank you very much!
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