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Help regarding clipping issues


pissbabybrown

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Hello DOA5 modding community, 

I am Pissbabybrown and I am an aspiring Dead or Alive 5: Last Round modder. You may remember me from my forum post a few days ago asking for help with texturing. Well, since then I have had great success with implementing meshes and textures into the game. Thank you sincerely for your help. Here is a showcase of a few of the mods I have been able to put into the game so far.

Anyway, I'm trying to put a T-shirt into the game for Ayane.

I've modeled the mesh and I have a few textures in mind.

IEl5fUD.png?1

However, I've run into a lot of difficulty getting the shirt to function properly in game. Using the bone tool and the .tmcbone file I extracted from AYANE_DLC_003.TMC (her school gym outfit), I have been able to get the shirt into the game. It follows her body pretty well, and I edited the vertices on the mesh enough to prevent clipping when she's in her idle victory pose. However, there is still a lot of clipping around her sleeves and collar area, mostly because this is where the other meshes actually exist for that DLC. (Only the mesh for her neck and arms exist for this particular .TMC file)

t1qlw3H.jpg

m4axpYi.jpg

These are some images of what the clipping looks like in game. Notice the collar area and the sleeves are the worst, with only minor clipping around the "pants" area.

I'm only making this post here after about three days of trying to get this right. I'm sorry if this is simply an issue of not using the tools effectively. Using blender, I mapped the .tmcbone file to my shirt's .tmcmesh file and did some weight painting. The initial result was ok (clipping aside), and since then I've been doing a lot of tweaking with the vertices and weight painting to try and get a better result in game. 

The fruits of my efforts have mostly been in the idle victory screen pose having almost no clipping. 

PCHeYKu.jpg

OMOCsVu.jpg

 

Is this simply an issue of my weight painting not being good enough? Would further editing the vertices put me in the right direction? Or is there a tool that would allow me to prevent clipping through somehow adding collision to the model? This is one of my first 3d models ever so I'm sorry if this is a very basic issue. I've been trying to follow all the tutorials I can find but the methods I know just don't seem to be working. I know that the DLC_003 outfit already has a T shirt in it that I could retexture, but I want to be able to sort out issues like these ASAP because my grander modding ideas will require further mesh work and thus further knowledge of how to prevent clipping.

Thank you for any help you can give me!

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1 hour ago, pissbabybrown said:

Hello DOA5 modding community, 

I am Pissbabybrown and I am an aspiring Dead or Alive 5: Last Round modder. You may remember me from my forum post a few days ago asking for help with texturing. Well, since then I have had great success with implementing meshes and textures into the game. Thank you sincerely for your help. Here is a showcase of a few of the mods I have been able to put into the game so far.

Anyway, I'm trying to put a T-shirt into the game for Ayane.

I've modeled the mesh and I have a few textures in mind.

IEl5fUD.png?1

However, I've run into a lot of difficulty getting the shirt to function properly in game. Using the bone tool and the .tmcbone file I extracted from AYANE_DLC_003.TMC (her school gym outfit), I have been able to get the shirt into the game. It follows her body pretty well, and I edited the vertices on the mesh enough to prevent clipping when she's in her idle victory pose. However, there is still a lot of clipping around her sleeves and collar area, mostly because this is where the other meshes actually exist for that DLC. (Only the mesh for her neck and arms exist for this particular .TMC file)

t1qlw3H.jpg

m4axpYi.jpg

These are some images of what the clipping looks like in game. Notice the collar area and the sleeves are the worst, with only minor clipping around the "pants" area.

I'm only making this post here after about three days of trying to get this right. I'm sorry if this is simply an issue of not using the tools effectively. Using blender, I mapped the .tmcbone file to my shirt's .tmcmesh file and did some weight painting. The initial result was ok (clipping aside), and since then I've been doing a lot of tweaking with the vertices and weight painting to try and get a better result in game. 

The fruits of my efforts have mostly been in the idle victory screen pose having almost no clipping. 

PCHeYKu.jpg

OMOCsVu.jpg

 

Is this simply an issue of my weight painting not being good enough? Would further editing the vertices put me in the right direction? Or is there a tool that would allow me to prevent clipping through somehow adding collision to the model? This is one of my first 3d models ever so I'm sorry if this is a very basic issue. I've been trying to follow all the tutorials I can find but the methods I know just don't seem to be working. I know that the DLC_003 outfit already has a T shirt in it that I could retexture, but I want to be able to sort out issues like these ASAP because my grander modding ideas will require further mesh work and thus further knowledge of how to prevent clipping.

Thank you for any help you can give me!

I can't see the pictures you posted, so I'm answering completely blind here, sorry if I'm off-topic.

 

Did you try to fit your T-shirt on a model with an almost complete skin mesh and just transfer weight from the skin to your T-shirt ?

PS  : the mods you show in your video are originals, I'll give you that :grin:

 

 

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Here are the images I posted in order:

Shirt Model

Clipping Issue 1

Clipping Issue 2

Victory Screen Idle (No Clipping) 1

Victory Screen Idle (No Clipping) 2

 

I modeled the shirt by using the AYANE_DLC_004.tmc meshes (her green bikini top + camo shorts outfit) because it has a completely modeled torso/chest. I then exported the .tmcmesh of my shirt and used the AYANE_DLC_003.tmc meshes to clean up the model I was using. That .tmc does not have anything in the torso area. The WGT_body_5.tmcmesh only has the arms and neck, and that's what I was using the adjust the shirt (as well as the WGT_body_2.tmcmesh which is the bloomers in the DLC_003.tmc).

The way I got the weight painting I'm using is by importing the .tmcbone file from the DLC_003.tmc into blender, highlighting the shirt then the armature, pressing CTRL+P, and then selecting "with Automatic Weights". I'm not sure how to "transfer weight from the skin to [my] T-shirt". How do you transfer weights? Would doing that for the T-shirt already present in DLC_003 be possible? I've messed with the weight painting myself about 6-7 times now and every time I try it on my own I get worse clipping results than when I have blender do it automatically. That's partly why I'm not sure of whether or not it's a weight painting issue.... The weight painting functions fine in blender when I stretch the bones, but in game it clips like nuts. 

Also, another issue has come up, if I could get some help on this too I would greatly appreciate it. The textures I've imported onto the shirt are breaking.

I  added  these  shirts, and they work fine for a while, but sometime mid fight they break and look like  this. Would you happen to know what causes this? Is it a UV mapping issue, an issue with the weight painting, or something else? Could it possibly be because the shirt in the WGT_body_1.tmcmesh slot for this outfit normally has a "wet" mode?

Thanks again for any help.

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Just a little update: I figured out the issue with the t shirt texture, and it was as I expected a result of the "wet" textures being applied to the textures I made. I was able to deal with that easily.

 

I also tried transferring the weights from the skin to the t shirt mesh as suggested. The way I did this was:

 

1. I paired the DLC_004-WGT_body_6.tmcmesh (the fully modelled torso for Ayane) to the .tmcbone file for DLC_003 (the school gym uniform)

2. I did CTRL+P and clicked "with Empty Groups" under armature deform for the skin mesh

3. I paired my t shirt mesh to the DLC_003.tmcbone armature

4. I did CTRL+P and clicked "with Empty Groups" under armature deform for the t shirt

5. I selected the skin mesh then the t shirt mesh and transferred the weights from the skin to the t shirt

 

This did absolutely nothing to the clipping issues. I assume this didn't work because in doing so I created new weights in blender instead of directly transferring old weights, but I'm not sure. My understanding of the "with Empty Groups" option was that it carried the initial weight values over.

So next I did this

 

1. I imported the t shirt mesh and the DLC_004-WGT_body_6.tmcmesh

2. I transferred weights from the skin to the t shirt directly

 

This did absolutely nothing to the clipping issues. I can only assume this didn't work because a) the .tmcmesh file doesn't carry weights from the initial .tmcbone armature (which doesn't really make a whole lot of sense), b) I'm trying to apply weights from DLC_004 to a DLC_003 intended mesh and there are issues with that for some reason (skin models including/excluding different parts of the body perhaps?), c) skin and t shirts need different weights to function properly given t shirts operate "above" or "outside" of skin (but that shouldn't really matter from what I understand)

So finally I did this

 

1. I imported the t shirt mesh and the DLC_003-WGT_body_1.tmcmesh (the original t shirt she wears in her gym outfit)

2. I transferred weights from the original t shirt to my t shirt directly

 

This did absolutely nothing to the clipping issues. Assuming b) or c) from my previous process were correct this should have worked.

 

Also note that after transferring the weights each time, I exported the newly weighted t shirt as a .tmcmesh, deleted the shirt from the .tmc file using the TMC polygon tool, inserted the new shirt mesh into the .tmc file using the TMC insert tool, and then put my new t shirt .tmc file into the game folder. Is there a step with the TMC bone tool I'm missing...? Some other TMC tool...?

Now, I was just reading a post by user/modder "bbb" on the freestepdodge.com forums talking about weight transferring, as well as watching a video. I'm pretty sure what I did was correct, but I might well have missed a crucial step. Is there a file I'm failing to bring into the equation? Do .tmcmesh files carry weights from their initial armature once exported? (I'm assuming that's the case because I don't understand how the shirt would follow the body otherwise, but if that's the case then why didn't what I did work?) 

 

Anyway, thanks for any help you can provide! I hope I've made it clear I'm trying my best. 

 

EDIT: I followed both this guide and this guide and still no luck. I've made sure my settings in the bottom left are correct (to the best of my ability, as their versions of blender are different). I've exported the mesh several times to make sure that the mesh is exporting correctly. I've checked the weight painting (by flipping through each vertex group after the transfer) and it seems as though it's being transferred but there's still clipping on the sleeves and collar. I tried selecting the original t shirt first and then my t shirt as well as my t shirt first and then the original t shirt then pressing the button (each time importing fresh .tmcfiles). I have no idea what I'm missing here and it's driving me crazy.

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4 hours ago, pissbabybrown said:

 

 

EDIT: I followed both this guide and this guide and still no luck. I've made sure my settings in the bottom left are correct (to the best of my ability, as their versions of blender are different). I've exported the mesh several times to make sure that the mesh is exporting correctly. I've checked the weight painting (by flipping through each vertex group after the transfer) and it seems as though it's being transferred but there's still clipping on the sleeves and collar. I tried selecting the original t shirt first and then my t shirt as well as my t shirt first and then the original t shirt then pressing the button (each time importing fresh .tmcfiles). I have no idea what I'm missing here and it's driving me crazy.

All right, in order:

1: use the forum fonctionnality to upload pictures (the choose file option) because (and I swear I'm not pulling your leg) all your  pictures links are dead or broken when I try them.

 

Spoiler

5a3905e3ed5ed_tuto13.thumb.jpg.1180d3e9881651d8cfc6e0e3fab895ea.jpg

2 : I was talking about one of the last tuto you tried for transferring weight. Here is a more up to date version by Otakadelic (works fine with blender 2.79)

On 25/11/2017 at 12:09 PM, Otakadelic said:

Here is the details of Transfer Weights on Blender.

 

Step1:

- Select source object(usually main body/skin).

-Then Shift+Right Click on destination object(usually one of cloths/accessories).

- The source object will be outlined by red color while the destination object will be outlined by orange color.

 

  Hide contents

step1.thumb.jpg.f9ba83333448f68bcb086427da56e6d9.jpg

 

Step2:

- Switch to Weight Paint Mode.

- Click "Transfer Weights" button.

- I am using following options:

   Disable Freeze Operator.

  Select 'Vertex Group(s)' on Data Type.

  Enable Create Data.

  Select 'Nearest Face interpolated' on Vertex Mapping.

  Disable Auto Transform.

  Enable Object Transform.

  Disable Only Neighbor Geometry.

  Keep Ray Radius value. Use default value.

  Select 'By Name' on Source Layers Selection.

  Select 'All Layers' on Destination Layers Matc.

  Select 'Replace' on Mix Mode.

  Keep Mix Factor value. Use default value.

 

  Hide contents

step2.thumb.jpg.da2bbb69fd1f7c54e3e261099da40d6e.jpg

 

  ONCE YOU SET THOSE OPTIONS DON'T FORGET TO ACTUALLY TRANSFER WEIGHT

 

Spoiler

5a39095713cc8_tuto14.thumb.jpg.1461158c8509c36b92af19fc8380f141.jpg

Then back to object mode, and export your tmcmesh

 

 

That's it! I don't know why this setting works/can't explain each options but this is what I do. (Maybe, no, Highly Likely better setting  exists but this works for me).

 

Hope this will help!

 

 

 

 

 

3: Try to pace yourself, working with weight painting, collisions and clipping issues can really be a headache with this game, even for experienced modders (which I am not yet)

 

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12 minutes ago, pissbabybrown said:

Gee wiz. I didn't know about the hidden transfer weights button in the "weights" sub menu. That's been the hang up, I guess. Thanks for linking that tutorial.

 

Glad it worked. I think you already guessed it, but using /editing weight paint and .tmcbone is only useful when you try to add/edit meshes with loose parts(skirts, hairs, etc...) or for finer specific work.

 

And welcome to the DOA modding community, you seem to be more than a little motivated to learn real modding skills :smile:

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