View Full Version : Pic included - Gap in mesh
27th Feb 2012, 2:31 PM
Anyone have any idea where I can learn to fix this? The mesh in Milkshape looks great; UV map works; other places I joined the mesh work. But where I combined the arms from one mesh to another has gaps. I tried to move the row of vertices closer to the body but no difference. My bones add up to 100%.
I combined 3 meshes to make one outfit. I'm using the Sims Unimesh Importer and Exporter with Milkshape. Thank you very much.
27th Feb 2012, 7:07 PM
It's a bone problem. I don't think it matters if the bones add up to 100%; if the bone weights and assignments are not the same on the shoulder and arm pieces, you'll get that gap. Copy the bone weights and assignments from one piece to the other (it probably doesn't matter which). That should get rid of the gap.
(You'll probably need to fix your normals as well, unless you actually want the line across the arm. On a sleeveless top, I'm guessing you don't. :) )
27th Feb 2012, 7:31 PM
Thanks, fakepeeps! Now I will go research bone weights and assignments and normals.
27th Feb 2012, 8:42 PM
frist of all I'm willing to bet you forgot to snap vertexes together. Also you need to smooth your normals. They may look attached in milkshape because they are right next toeachother but as you can see in body shop they are not attached. Um smooth normals after you attach all your body parts.
I hope that helps. If it was bone assignment problem your mesh would be way more messed up than that.
27th Feb 2012, 11:06 PM
Thank you, doorknob. I did snap them, but I checked to be sure. I think something else is wrong with either SimPE or BodyShop...yesterday I extracted the grim reaper and nothing is working properly now, even after taking the grim reaper package out of my downloads.
28th Feb 2012, 1:19 AM
The quickest way of assigning all to the same is to select those vertice and choose weld together from the vertex menu.
After that you go to tool/model cleaner, click no on both popups and ok on the last one.
28th Feb 2012, 1:24 AM
The easiest way I've found is to select two vertices that you want to snap together, then use Vertex Data Merge and then Normal Data Merge. Then you don't even have to worry about your bone assignments (because the Vertex Data Merge automatically fixes them for you).
29th Feb 2012, 3:52 PM
I can't help on the grim reaper thing that's way out side of my area of expertise.
you should avoid welding when possible there is a reason but I can't explain it very well. It has something to do with simpe adding and additional vertexs to the mesh making your file larger.
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