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Lord Ashes
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Lord Ashes
Posted 9 Years Ago
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Group: Forum Members
Last Active: 8 Months Ago
Posts: 1.3K,
Visits: 1.6K
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I have successfully created a number of clothing items using the Blender Work Flow. However, there are some items that I am having troubles importing and the common factor seems to be my weight painting because if I weight paint it differently I get different import results. For example, I have created a cape. Yes, I realize the for a cape I could just make it a soft cloth accessory or prop but the point here is identifying what the minimum requirements are. Starting with one extreme, if I make the contribution from all of the bones 0 (which is typically what a cape would have assuming your collision detection is good) then CC tries to associated the mesh with the CC EYE and tells me that it is an incompatible mesh. Not sure why it is making any associations but OK. So, I add a little 100% bone association to the Upper Arms where the cape wraps around the shoulders. Now trying to import the FBX into CC causes CC to get to 21% and then crash (Windows generic crash dialog only). When I added a tiny amount (around 20%) association to the root, spine1, spine2 and hip bone then CC gives me a cryptic [CC] Skin Error instead. However, if use the same mesh and Transfer Weights from CC Body, the import works fine (except that the results are not proper for a cape because the bottom of the cape splits like pants). This tells me that there is no problem with the mesh, it all seems to be related to the weight paint.
So can we get some more specific minimal requirements for CC Cloth weight painting? For example, is there some bone that must have some association?
"We often compare ourselves to the U.S. and often they come out the best, but they only have the right to bear arms while we have the right to bare breasts" Bowser and Blue, Busting The Breast
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