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Post by stutterguy on Nov 14, 2017 16:30:14 GMT -5
Honestly, I don't know. That was like the second or third attempt and I can't remember which ones I was trying different methods with.
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Post by wingly on Nov 14, 2017 16:33:39 GMT -5
I would check unicorn top. I think b_CAS_Glasses might be a human weight and should be deleted.
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Post by stutterguy on Nov 14, 2017 16:33:58 GMT -5
in fact, I've never used a mesh that's already weighted to something, and tried to weight it to something else. So I think that may be why I'm having trouble.
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Post by stutterguy on Nov 14, 2017 17:50:06 GMT -5
So that fixed the problem with the glasses stretching out (hooray!) however the glasses still have this jagged look to them. I don't suppose that's another thing I'm doing wrong in blender? It looks like it might be the fur that is doing it.
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Post by SimLaughLove on Nov 14, 2017 17:54:22 GMT -5
I look a look at your .blend and I think the issue might be the uv_1 the glasses look like they are still mapped for sims instead of the dog unicorn horn example
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Post by stutterguy on Nov 14, 2017 18:05:17 GMT -5
Thanks, I'll look into that now.
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Post by SimLaughLove on Nov 14, 2017 18:17:31 GMT -5
If you want to try an easy solution you can try this out: select the whole uv_1 map by pressing A > press the W key > weld all the vertices into a single vertice > move the whole thing to the bottom corner. This doesn't work for everything, but it's handy for accessories! the glasses will still move with the head (because of the weight paint) but won't distort anymore. It'll look something like this in CAP (pardon the texture I just put the glasses mesh over the unicorn horn xD):
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Post by stutterguy on Nov 14, 2017 19:23:34 GMT -5
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