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Post by hjw518 on Oct 17, 2018 3:27:43 GMT -5
first of all, my english is not good:) i'm making a new hair mesh using blender. all hair element is separate. all element use same material. (curve.001, .002, etc, the number of mesh is related to order?) linkand I merged all mesh. weight is OK. blender rendering simulation is OK. sims 4 studio is also OK. linkbut in game, overlaped meshs look like transparent and triangled.link1link2Of course, all mesh is triangle mesh.I tried to fix this problem for a few days myself. But i don't know what to do anymore:( anybody can help me??? PLEASE!! blend file 1 seperated mesh 2 merged mesh (Link edited) package file (includes LODs) link
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Post by Zelrish on Oct 17, 2018 4:31:49 GMT -5
Hello there hjw518. Without at least a screenshot of the issue. There is nothing we can advise really. The best would be to provide a screenshot of the issue and your package and blend file so we can have a look.
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Post by hjw518 on Oct 17, 2018 5:05:00 GMT -5
Hello ZelrishI attached screenshots but they did not appear. so i added screenshot LINK. Also blend file and package file link. Thanks!!
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Post by Zelrish on Oct 17, 2018 5:27:51 GMT -5
I checked the final mesh by exporting it out of the package as your second link doesn't work.
I noticed some problems with the weights. You have multiple small parts of the hair that are 100% attached to other bones such as L_eye_scale. And it does look like parts of the bangs are kinda moved through one another or something which could I imagine lead to this weird result. So, yeah, remake your weights and let's see? :p
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Post by hjw518 on Oct 17, 2018 7:44:07 GMT -5
I checked the final mesh by exporting it out of the package as your second link doesn't work. I noticed some problems with the weights. You have multiple small parts of the hair that are 100% attached to other bones such as L_eye_scale. And it does look like parts of the bangs are kinda moved through one another or something which could I imagine lead to this weird result. So, yeah, remake your weights and let's see? :p I just deleted L_eye_scale weight. But nothing changes:( And I found new thing! LinkFirst pic is that I use 7 materials to all mesh. Second pic is only 1 material as I said in main thread. There is decrease! I think the problem is related to material or mesh order or both. Is there difference between 2 situation? 1. mesh.001 above mesh.002 2. mesh.002 above mesh.001 Sorry to bother you:(
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Post by Zelrish on Oct 17, 2018 9:51:43 GMT -5
Deleting the group doesn't fix the behaviour of the vertices not assigned to the head bone. You still need to redo the weight paint of the whole thing as the L_eye_scale was just one of the faulty ones anyway)
For the rest of your observations I cannot tell from this computer, I would need to check it out from home. Maybe someone can have a look in the meantime.
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Post by hjw518 on Oct 17, 2018 11:23:56 GMT -5
Deleting the group doesn't fix the behaviour of the vertices not assigned to the head bone. You still need to redo the weight paint of the whole thing as the L_eye_scale was just one of the faulty ones anyway) For the rest of your observations I cannot tell from this computer, I would need to check it out from home. Maybe someone can have a look in the meantime. Ok, I will try other weight! thank you very much♡
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Post by Zelrish on Oct 17, 2018 11:59:26 GMT -5
Soo, I redid the weights, and it was probably not that impacting in the end but yeah, the issue remains. I think it has to do with simglass and it's properties. Maybe it needs edges or something. I am just speculating at this point which will not help much. Maybe annabluu can help as a hair expert :p
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Post by hjw518 on Oct 17, 2018 12:25:34 GMT -5
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Post by hjw518 on Oct 18, 2018 4:04:45 GMT -5
I tried this way! And I can see some change! LinkI can see upper part of bang. but back hair get worse. I need to find right order of mesh.
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