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Post by Nada on Jun 5, 2020 16:14:22 GMT -5
Hello. I converted a hair from a 3D model and when I imported it to S4S, it said it has only 6 vertices & 8 polygons which is weird. But it appears normal in S4S and when in game, while I can see the thumbnail, when I click on it the sim is completely bald. Here are the blend & package files.
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Post by simmerish20 on Jun 5, 2020 16:24:08 GMT -5
Are you sure you used the right cut numbers for the groups? test and see if it works if you set Mesh_1 as 0001 and Mesh_2 as 0002 (at the moment they're set as opposite)
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Post by Nada on Jun 5, 2020 16:26:47 GMT -5
Yes I'm sure, I used an EA hair as reference. I just double checked and it's good.
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Post by simmerish20 on Jun 5, 2020 16:30:09 GMT -5
Seems to have corrected when I tried switching them around (and showed the proper polycount), so you may want to try that. Haven't tried ingame.
At the moment it's showing the polycount of the "mesh_1" group. Looks like it pulls the count from whichever group is set to 0002.
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Post by Nada on Jun 5, 2020 16:41:40 GMT -5
It worked! thank you very much.
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Post by mauvemorn on Jun 5, 2020 16:45:58 GMT -5
Hi. Hair meshes are made of 3 meshgroups: base shape and two hat chops. Hat chops have cut numbers 0000 and 0001, base shape has 0002. In your blend the base shape has 0001. The other two hat chops are non-existent. Instead of deleting most faces, just duplicate the base shape if you do not want to make a proper hat chops. Do not forget to change cut numbers You should not pay attention to the order or the name of meshgroups, they do not matter. Pay attention to the cut numbers
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