Auto-fit problem with Vandra
dakkuuan
Posts: 305
Any way to stop this problem with the shoulders? I know ways around it but if anyone else has better ideas beyond parenting a second version of the top (with shirt hidden) on to it, let me know.
Vandra problems.jpg
618 x 1000 - 180K
Comments
The problem happen when you pose neck or head?
1 Check with zero pose, and zero morph. first. if there is no problem go 2.
if it not fit well, you may better , change geometry in other modelor, for zero pose base shape.(G2f? G3f? genesis? I do not know) at first. then reimport it. (obj file) and overwrite geometry. Edit>figure>geometry>update geometry. then save it as new rigged clothing
for the Base figure.
or After you edit geometery for base zero shape, you can save it as new prop too. (of course it have no rig, then it never move with rigs. then when you move sholder, it may cause problem, I afraid.)
2 about your case, the problem happen because auto transfered weight map not fit well for pozing.
Select the clothing nodes (head , neck upper, neck lower, etch then check weight map. and edit them by smooth brush, or select area, then apply smooth.
I sometimes remove node, (by joint editor) or remove weight map which need not to deform with node ,
(eg,, I think head (and children) node weight map may need not for the part, if there were) then , save it as new figure.
Yeah it happens only when the character's neckand head is posed. I'll give what you suggested a shot. It's G2F and Vandra is for V4. Thanks for the reply.
I've come to the conclusion the easiest way to do this is just to load another top and hide the shirt and parent it to the figure, while hiding the 1st set of shoulders. That was what I figured I was going to have to do. Thanks for your help.
You need to stop the neck from affecting the mesh by editing the weight maps - this is an unavoidable issue with projecting from the figure to a model that has parts sticking out from the body part they should go with.
Depending on the item this usually means a session with the weightmap brush...sometimes you can get away with removing some bones from the item...but this one probably needs the neck for other parts, so it will have to be weightmap editing.
@dakkuan
I think, your decision is good approatch,to separate no rig part (sholder parts) and rigged (weight deform) part with visiblity layer .
I sometimes separate items about armor type clothings.
Then If you do not like loading two same items, and you lke the cothing for gen2,
you can actually separate them by geometry editor, then save the sholder R , sholder L as new smart prop ,then parent it with neck or each sholder.
as you mentioned already. then save other parts as figure (keep rigs, then they can deformed by abdomen or hand nodes etc).
finally save them as new wealable set. (or make new product costume set for genesis2female)
Maybe V4 wear to G2 wear seems one of most difficult case, when planning to improve after auto-fitting.
there often problems, about default geometries to wear on triax weight figure.
some items mesh will cause problem when you apply smooth modifier, or some items verts turn flying verts after auto-fit worked.
genesis2, genesis are triax weight map + buldge map , it is unique weight but, to customize all weight maps, are actually tidy and complex work.
And usually get unexpected influence from auto-follow Actor MCM JCMs. checking which JCM cause problem , and tweak for JCM,
or adjust auto-follow JCM values, take many time .. ( when you finish all, you may feel, no more use auto-fit items about clothings,which you like detai of the original) Auto fit is useful, but must lose some quality. it is fact I think.
Auto-Fit has been able to preserve the morphs in conforming items for some time now. In some cases if the item has a morph with the same name as a morph in the figure it is fitted to the preserved morph will be activated along with the auto generated morph thus doubling the effect. If you have Show Hidden checked in the Parameter's option you can turn off that preserved morph.