Archive for November, 2021
I’ve done more thong weightpainting for the past two days…
I thought I was more or less done with the thong but it turns out that I forgot the mapping to account for the belly slider.
If that wasn’t enough, I did not properly test the deformations when both legs are bent (sitting) and it really really looks bad… I am not sure how I’m going to fix it because it looks like that due to the limit of 4 weights per vertex, and to fix this I have to add left and right leg weight on the centerline, which is already affected by the pelvis, torso, and the PELVIS deform bone: That’s 5 weight groups with the legs.
I MIGHT be able to get rid of most of the vertices on that center line but not all of them because the little piece of fabric is triangular.
I haven’t transferred the side ties to the “strap” version yet, but that’s not really an issue, once it all works with the thong, it will work for the “strap” too.
I didn’t weight paint the bra yet, I figured I’d finish the “panty strap-thing” first, and it didn’t take that much time all things considered (yesterday was the “big cleanup” so this is mostly today’s work).
It’s pretty high up now compared to what I originally wanted but it avoids the problem area and… I think it still works?
Not much to say, the weird cuts on some of the straps are intentional, to follow the body geometry. The top is almost done & ready to weightpaint.
Small fix to the Raider Harness gag! Corrects a bug preventing the welding station from unlocking the gag if it was locked in the down position.
It only affects the core script so you can swap it out to avoid re-fitting the entire gag.
I’ve also updated the Warden Straitjacket demo and added the flat chest variant to it.
The side-ties turned out to be really annoying to weight-paint properly but I eventually got them to work. I’ve also improved the weighting situation with the crotch. the centerline is still a bit problematic but it shouldn’t be too visible.
I also need to remember that the side ties should be their own face, so they can be hidden, for variety, but also to reduce clipping risks on outfits.
I’ve done some progress on the weight painting, but also ended up adjusting the thing strap geometry to match the topology of the legs and reduce the likelihood of having it clip through the body.
The last picture was a quick in-world test with really bad weighting, just to check that the precision issue I had earlier is gone.
And here I thought I was being productive 😀 Turns out I’m having a few problems with the bikini project >_<
I was doing some test weight painting yesterday and after a couple of mismatched test uploads, it dawned on me that I made two huge rookie mistakes:
- I decided to use a custom shape rather than the stock shape for my reference which causes alignment/proportion errors in-world.
- My straps all go through a part of the leg that is designed to collapse on itself when the legs are spread, it is literally not possible for me to weight paint something to stay “above” the body in this location.
I thought about lattice-ing the mesh back in place but it wouldn’t solve the strap placement issue so I decided to try my best at re-creating it all. Not really from scratch, but close.
A few “before & after” pictures, I know it doesn’t look like much changed besides the lighting, but the straps ride quite a bit higher. I did manage to reuse the crease work that I did, I haven’t decided if I want to redo those yet.
This is going to take a little while…
I feel pretty stupid about it, it is such a waste of time and I should know better right?