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Post by kittylcat on May 19, 2019 15:24:04 GMT -5
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Post by mauvemorn on May 19, 2019 17:21:19 GMT -5
We would need to see the blend to give the right answer. It is either a uv_1 map ( shrinking ) or/and weights ( moving ).
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Post by kittylcat on May 24, 2019 7:23:05 GMT -5
I'm sorry for taking so long to reply but until i read your post i hadn't touched weight so i think that might have been the problem, after i messed with it a little it stopped following with the eyes but it had also stopped moving with the rest of the head to, do you know what weight it should be? I also uploaded the blend file, i hope it helps.
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Post by mauvemorn on May 24, 2019 16:32:11 GMT -5
The weights did not transfer properly. The mesh has no proper uv_1 map and is not vertex painted. 1). select s4studio_mesh_1, delete the other two; 2). delete the existing vertex groups; 3). select head_2, make it selectable, shift select s4studio_mesh_1; 4). switch to Weight paint, click on Transfer Weights, choose By Name and All Layers; 5). choose Clean, scroll up a bit and choose All groups; 6). clone this hair, append s4studio_mesh_3, adjust its shape to that of your mesh. Select your mesh s4studio_mesh_1 and add Data transfer modifier. Set it like in the pic choosing appended mesh as Source object; 8). delete s4studio_mesh_3, duplicate s4studio_mesh_1 twice, give cut numbers from 0000 to 0002.
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Post by kittylcat on May 28, 2019 13:17:04 GMT -5
okie-dokie, I didn't have the right version of blender apparently but its all good now, I've finished the mesh and now its working great. thank you so much you were massive help!
I'm sorry for asking you more stuff and you don't have to help if you don't want to but is there any advice you could give me for uv mapping? i don't know how you realign it to be more coherent to texture if that makes any sense
Edit:FFFF- scratch that, its moving with the sims jaw :'/
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Post by mauvemorn on May 29, 2019 11:47:40 GMT -5
Edit:FFFF- scratch that, its moving with the sims jaw :'/ Did you choose By Name and All Layers options?
About uv mapping:
- Turn off Show weights and switch shading to Solid. Hide head, teeth, s4studio_mesh_2, s4studio_mesh_3. Switch to vertex select and Edit mode; - make sure Limit selection to visible is enabled. Holding Ctrl, select everything obscured by the head; - once done, deselect ( Ctrl-Shift) every vertex that is peaking out; no selected vertex should be visible from any angle; - Select - Select more/less - less. Alt M - Collapse. This way you will reduce the polycount and remove unnecessary geometry; - Select - Select more/less - more. Switch to Face select. You can just straight up delete this ( Delete - Faces) or unwrap it;
- align the view in a way that will make this selection perpendicular to it. Shading / UVs - Unwrap - Project from view; - Select - Inverse. Project from view again; - UVs - Unwrap; - click on x button to delete current texture. It does not really make sense to use straight hair texture for this type of hairstyle. So choose kinky or curly hairstyle,export the texture, open it and position your main uv island where it has to be; - enable sync, select the other uv island, scale it down and put it somewhere like this; - click + to create a new material, click New, in texture tab choose your texture, change viewport shading; - the hair is stretched in certain areas. You can use UV sculp ( click on the + button to see the toolbar to the left) to scale ( choose pinch and use Ctrl-LMB) or relax(choose relax) these areas.
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Post by kittylcat on Jun 1, 2019 0:16:49 GMT -5
Okay, i've checked all i need to and everything seems to be working just fine now. Thank you so much i honestly don't know if i could've finished this without your help!
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