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Binding cloth to specific Klub slider


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Posted (edited)

0ubFDP3.jpg

 

I've got this beard, and it doesn't fit my model's overgrown mug.

I figured I if it obeyed the Wig group of sliders, that would solve this problem.

 

The item's category doesn't seems to be it, since the beard already is a wig.

 

Any thoughts on how to approach that? Is even possible with the beard being glued to the jaw bones and not the upper head or whatever?

xTail026 - Bushy Beard.7z

Edited by Abbertuotch
Posted

I do not understand your question. The beard doesn't fit perfectly, okay - but it's quite enough for the game...

Maybe you're using a body mod and that's why it doesn't fit?

 

 

Beard_.png

Beard.png

Posted
12 hours ago, RidSol said:

I do not understand your question. The beard doesn't fit perfectly, okay - but it's quite enough for the game...

Maybe you're using a body mod and that's why it doesn't fit?

 No, it's just too much of slider adjusting.

 

 

ghkckj.png

Posted

Yes, I understand now. The beard is only coupled to the head and mouth - not to the face makers.

Unfortunately I can't solve the problem quickly, sorry - maybe someone else?

Posted (edited)

If it's not fitting that body correctly, then you are either using a custom body, or the beard lost some or all of its skinning (vertex weight) information.

 

You guys always confuse the hell out of me whenever you start talking about "morphs", because there are no morph targets (https://en.wikipedia.org/wiki/Morph_target_animation) used in this program. All animation is done by translation, rotation and scale (TRS) of the skeleton (https://en.wikipedia.org/wiki/Skeletal_animation). I can only assume you must mean morphing, as in changing the shape of a mesh so that it bugs out less on the new body shape. That is entirely the wrong approach, and you'll end up creating more problems than you solve. The proper solution [in ADDITION to reshaping the mesh to fit the new body] is to re-weight the mesh to conform to the new body shape. And unless you're some kind of mathematical savant, you're not likely to get the result you're after just using a text editor. So, as Blender seems to be the preferred 3D editor around these parts...

 

Edited by Curtis_S
Posted
12 hours ago, Curtis_S said:

If it's not fitting that body correctly, then you are either using a custom body, or the beard lost some or all of its skinning (vertex weight) information.

 

You guys always confuse the hell out of me whenever you start talking about "morphs", because there are no morph targets (https://en.wikipedia.org/wiki/Morph_target_animation) used in this program. All animation is done by translation, rotation and scale (TRS) of the skeleton (https://en.wikipedia.org/wiki/Skeletal_animation). I can only assume you must mean morphing, as in changing the shape of a mesh so that it bugs out less on the new body shape. That is entirely the wrong approach, and you'll end up creating more problems than you solve. The proper solution [in ADDITION to reshaping the mesh to fit the new body] is to re-weight the mesh to conform to the new body shape. And unless you're some kind of mathematical savant, you're not likely to get the result you're after just using a text editor. So, as Blender seems to be the preferred 3D editor around these parts...

 

Correct me if I misinterpreted you: edit mesh in Blender, fix the wacky weights - is this the main thought?

 

How that would help me adjust the beard in game? The changes that make it bug are done in the Face tab of Customizer. If values of sliders are not that extreme, the beard works fine, whatever the body and face mods are used.

 

I suppose if the beard was weighted to every Facegen parameter, it would work correctly. But with my nonexistent skills I won't go that way.

 

What I wanted was to bind the item to one of the sliders group in Customizer (hair, hats, piercings etc.), so I can fine tune it whenever I want.

 

How to do that, is my question.

Posted

"If values of sliders are not that extreme"... Signifying only that the object is not well-weighted to begin with; OR, that it is not weighted to the exact body mesh you are trying to fit it to. Yes, there are replacement bodies that all require custom-fitted clothing (basically anything that's not a toy or a room functions like clothing). And it's not at all uncommon in this game for objects to bug. Most of the default assets run like basic skin-wraps of the driver mesh with little or no tweaking afterward (which you almost always have to do). Which might explain why only objects whose vertices are perfectly aligned with the underlying body mesh ever seem to not bug (the leopard top is a good example). As for the sliders, all they are is a graphical interface to a variable. Reassigning their variables just moves them around the interface. You could assign the beard to a different DressZone, but then it would take on the behavior of that zone (if it still worked at all) -- in other words, if you assign the beard to DZ_Hair, it will end up on top of your head because you have now parented it to head_joint02.. BUT.. No matter where you put it, it will still move with the jawbone because that's what it's weighted to (you get what I'm saying?). You can see that effect in the video I linked to. There are band-aid solutions, such as making the object bigger; or stretching parts of it so that its edges remain concealed by the base no matter how badly it is aligned. But they're not fixing the actual problem, which was most likely just Mr. ThriXXX being lazy.

Posted

And there are things which simply can't be fixed because of how the armature is made (the mis-aligned ankles, the donald-duck smile, the weird indentation at the hip). I don't know about facial hair, I don't use it much (except on my own face). :)

Posted

As a matter of fact, here's a whole section of controls that ONLY exist because 3X couldn't be bothered to do a bunch of manual weight paining. They serve no purpose on anything done right... Lazy_Section.jpg.c49e4ab4b632eb914935ba58cf87c49c.jpg

Posted (edited)
On 12/22/2022 at 9:10 AM, Abbertuotch said:

 

Correct me if I misinterpreted you: edit mesh in Blender, fix the wacky weights - is this the main thought?

 

How that would help me adjust the beard in game? The changes that make it bug are done in the Face tab of Customizer. If values of sliders are not that extreme, the beard works fine, whatever the body and face mods are used.

 

I suppose if the beard was weighted to every Facegen parameter, it would work correctly. But with my nonexistent skills I won't go that way.

 

What I wanted was to bind the item to one of the sliders group in Customizer (hair, hats, piercings etc.), so I can fine tune it whenever I want.

 

How to do that, is my question.

 

You change the size and angle of the bones with the sliders - in Face Gen usually several together. It may be that the mesh has to be adjusted if you use a different than default tri. That should also apply to face jewelry and I haven't noticed any changes there so far...

But like Curtis_S said - nobody likes weight painting and I hate it ?

 

 

Edited by RidSol
Wrong term...
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