Dreamcaster Posted August 16, 2016 Posted August 16, 2016 I edited this costume removing some objects and closing the gaps left behind from them using blender and inserted the edited TMCmesh's back in using LR Photo Studio. Every thing looked fine in the model viewer, but in game I'm having this problem the yellow buckle on the right leg just floats around and clips through the leg. What did I do wrong here
chudoi_21 Posted August 16, 2016 Posted August 16, 2016 Just simply create a new vertex group on the object, then rename the group to the body's organ you want and assign it to the object. In your case, rename the vertex group of the right buckle to OPT_AS_*_UpLeg_B.0.R and the left one to OPT_AS_*_UpLeg_B.0.L. That will make your buckles move together with the proper leg in game. Good luck!
Dreamcaster Posted August 16, 2016 Author Posted August 16, 2016 Just simply create a new vertex group on the object, then rename the group to the body's organ you want and assign it to the object. In your case, rename the vertex group of the right buckle to OPT_AS_*_UpLeg_B.0.R and the left one to OPT_AS_*_UpLeg_B.0.L. That will make your buckles move together with the proper leg in game. Good luck! Untitled.png Thank you I got it working but the mesh already had both UpLeg_B.0.L and R, I had to add UpLeg_A.0.R, also the right buckle was assigned to MOT00_Hips, could this have added to the problem as well, I removed it by the way. Here's what I don't understand, I extracted the same TMCmesh from the original costume, which is WGT_Body_1 and opened it along with the edited one in Blender. I was basically thinking well I should copy what the original one says. The one on the left is the edited mesh with A.0.R added in and the one on the right is the original one. On the original mesh the right buckle is assigned to UpLeg_.0.R. I opened up the original body and leg mesh's in Blender and both don't have Upleg_.0.R, they have A.0.R. Weird, do know anything on this
Ishidacorp Posted August 16, 2016 Posted August 16, 2016 Each vertex group stands for a bone. If the mesh don't need one or more of them for position/animation, removing it will make no difference.
Dreamcaster Posted August 16, 2016 Author Posted August 16, 2016 Each vertex group stands for a bone. If the mesh don't need one or more of them for position/animation, removing it will make no difference. gotcha
dogcookie Posted August 17, 2016 Posted August 17, 2016 I got this weird issue that the bikini knot got stretched. I don't know if this is the same issue.
Dreamcaster Posted August 17, 2016 Author Posted August 17, 2016 I got this weird issue that the bikini knot got stretched. I don't know if this is the same issue. could be, those pearls or whatever they're called are attached to something that's causing them to move, then the knot is attached to the pearls so it's stretching it, I'm just guessing here, I'm probably wrong
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