Post by Candace Williams on Feb 6, 2019 8:44:31 GMT -5
It's the second time that i post because it. Like the first time the s4s don't import correctly the weight of the mesh. In the last time the problem was i'm using the blender 2.76, but now i'm using the 2.70 and still having the same issue. IDK anymore what i can do. The mesh is ok, the version of blender too, i'm using the last version of s4s.
The first is what I'm trying to import, the second is what's being imported:
What file did you clone for this hair? Name of the hair.
Please don't DM me here or elsewhere asking for assistance with Ninjaripper or CC. I don't work in Ninjaripper anymore. Please post your questions in Creator Help thread so everyone can chime in and help solving the problem
Hi. I assume s4s added vertex groups because you imported your blend in the package started from a hairstyle that had them. But they are not the main problem here. After drastically editing the length, you can't leave weights unedited or just transfer them from other hair meshes because it is longer than any of the EA ones. It needs different vertex groups. Same goes for uv_1 map where you need to scale the uvs of the bottom half of your mesh. As you see, vertex groups are not where they are supposed to be. Add vertex groups for pelvis, thighs, calves and use weight gradient to paint the mesh
Post by Candace Williams on Feb 9, 2019 11:38:41 GMT -5
I know that, I see it before i post the file here and i already fixed it. I'm not a totally noob doing cc. But still the same thing, still apearing new weights. I'll test in-game and prey for it don't make the hair looks horrible. But i have other hair and a earring mesh with the same problem. In this another hair with the same problem, don't matter what i do, s4s ignores the weight.
The game allows only a maximum of 4 bones assigned per vertice. If parts of your mesh have more that 4 bones assigned Studio just drops a random one and that could result on funky weights. To fix it, go to the weight mode tools and choose "Limit Total", choose 4 in the tool operator. Save and re import your mesh.
You can export it from Studio to see if the weights are now correct. If Studio adds some bones, that as Mauve told you before shouldn't be an issue since those are not assigned anyway.
I cannot access the files right know because it seems SFS is down again... so in the mean time you could try that. Or upload somewhere else.
Last Edit: Feb 9, 2019 11:47:31 GMT -5 by Mathcope
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