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Post by saw on Mar 22, 2018 11:45:02 GMT -5
I've made 2 hair meshes for guy sims. And occasionally at the very beginning, after I load a save, it starts with the lowest level of detail everything, and when my sim starts moving one the hair tends to float and lag slightly behind the sim. It only happens when with the lod 3 mesh, all the others work just fine. Is there anything way to fix this?
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Post by inabadromance on Mar 22, 2018 15:49:08 GMT -5
Hi! I don't really understand the issue you're describing. Please post a picture of the problem in game. Also share the package and blend files of the lods so someone can take a look. I'm assuming this is related to weights, so it'd be wise to re apply the WEIGHT TRANSFER.
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Post by saw on Mar 23, 2018 14:01:13 GMT -5
It only happens if I'm zoomed out. Otherwise, it's fine. I've tried weight transfers to no avail, maybe I didn't do it right. Any help will greatly be appreciated. The file can be downloaded HERE. Also, I put some screens below to better illustrate the issue.
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Post by inabadromance on Mar 23, 2018 19:53:24 GMT -5
Please share the blend files. All the lods in case you've done them differently. EDIT: i've export the blend from your package. Still, i need to check the original blends before import. First, lod 0 looks different than the rest of the lods. Lod1's weight is incorrect. All vertices should sum up 1 for weights, yours weight half. If this is a mesh edit or frankenmesh you really wouldn't need to mess up with the weights. So you can either start from scratch, or re do the weight transfer tutorial i linked in my first post. Remember to delete all bones before re doing it. Head to the object data tab, select the first vertex group and keep pressing the minus button until there's no bones left.
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Post by saw on Mar 26, 2018 13:44:11 GMT -5
Thank you for your response. You are right about the meshes being different. I don't remember why it's like that but I'm sure I did it for a reason lol. I'm going to take your advice and redo the weights. This time, however, I'm going to make sure lod 0 is the source mesh when decimation.
Speaking of which, do you have any tips for decimating hair better?
EDIT: I've figured out why the meshes are different. Turns I have 2 lod 0 meshes with similar name. One got used for the main mesh while the other got used for decimations.
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Post by inabadromance on Mar 26, 2018 21:00:59 GMT -5
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Post by saw on Mar 30, 2018 13:42:22 GMT -5
I fixed it! It may have had something to do with the file containing 2 different meshes. I just took the lod 0 and decimated each manually and included the hat cuts on each one. And instead of using the frohawk file, I switched to the Wavy Hawk from Cats & Dogs. Not sure if that made a difference but I find it to be better organized than the first one. And finally, no, I didn't have to touch the weights.
Thanks for all of your help, now the hair stays on top of his head no matter the distance.
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Post by inabadromance on Mar 30, 2018 16:18:57 GMT -5
I'm glad you managed to fix it. Bare in mind that if you want to share your creation it will require that expansion. Maybe the first package simply got bugged. I would try re cloning a base game hair again and importing your new blend files of you want it to be base game compatible.
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Post by saw on Mar 31, 2018 19:29:09 GMT -5
I was worried about it not being base game compatible. I can use any male base game hair, right? Or do I have to use something similar to what I made?
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Post by inabadromance on Mar 31, 2018 21:34:57 GMT -5
yep, it's always suggested to clone something similar to your hair.
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Post by giuliamanga88 on Nov 6, 2018 16:52:08 GMT -5
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