Quote: Originally posted by PizzaPartyForever
I have a love have relationship with mesh toolkit because of how it handles fat morphs, and today is definitely an ‘I hate you day’.
I’m trying to add fat morphs to these underwear and its absolutely MANGLING the poor thing no matter what I do in blender.
So, before i really knew what i was doing, I tried to make a handmade mesh in blender, retag it, reassign it bones in MTK, and use milkshape to stick it back in place of the default one meshtool kit makes in and...
and it looks great in blender!
...not so much in tsrw :c
while i was looking for what went wrong I found [@thornowl’s tutorial] and learned that making handmade morphs in blender IS possible but I went about it in the complete wrong way. Now problem is I've only seen people making their morphs basically from scratch I don’t just wanna, like, completely discard of the version I already made.
Is there a way to easily rework the one I have? Or am I just doomed have to start over from scratch for the 5th time TT – TT
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Bows are the hard part. I was making a tutorial about that stuff, but life intervened. What I do is a bit time consuming, but works.
First thing is that the bone weights of the body and bikini MUST be the same, so if you must, separate them and use the body to transfer weights to the bikini. Use eyedropper to find bone weight where the bows attach at the hips/ pelvis bone. In edit mode, vertex groups panel, Select the bows and pelvis bone, set the bone weight to whatever eyedropper showed and assign. Return to weight mode and normalize, then limit weights, in case.
In Blender, separate the bows from the main mesh and export each separately, convert to .wso, then morph separately with MTK. Convert those .wsos, back to object in MTK. Import the main body to Blender as groups.
NEVER MERGE VERTICES! It messes with the count!
Use the edit side to select vertices, I find it easier. You might be able to simply resize the bikini on x and y, since it looks as it's just a bit small. DO NOT USE SHRINK/FLATTEN! It will pull seams apart!!! Or, in edit window, select the front area that clips, and move it forward a bit. Worst case is you will have to grab vertices as necessary and position them. It's a PITA, but I have done that many times. Once done, export as groups and convert back to .wso, but do not delete the meshes from Blender.
Import the bows. The body should be "group" and the bows "group.001" or something like that, with base, fat, fit, etc. Hide all meshes, except fat bows and base bows. Select fat bows. Move the UV completely from it's area. Select base bows. Edit mode, duplicate, separate, to create a new group. Hide the original base bows. Objject mode, join the new base to fat. It must assume the fat morphs name! In edit mode, select and delete the old fat morph. Unhide the fat body. Select the new fat bows and in edit mode, resize and move into position using the body as reference.
Hide the body, unhide the bows, and export the bows as groups. Convert to .wso. Use MTK TSRW Frankenmesh to join the body and bows. This is only a morph reference! Use it to morph your original mesh that was bone adjusted in step one.
Told you it's a PITA!!!
Shiny, happy people make me puke!