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Post by bigte on Oct 3, 2021 22:18:23 GMT -5
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Post by mauvemorn on Oct 4, 2021 1:24:55 GMT -5
Hi. It looks more like they are not moving at all while the sim moves. If that is the case, assign them to the head bone. For the future, please always provide the files so that we could give a certain answer instead of guessing
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Post by Fwecka (Lolabellesims) on Oct 4, 2021 1:42:41 GMT -5
mauvemorn I have a quick question for you, if you don't mind. When weighting hair, if it's long hair that reaches past the shoulder blades, the mesh should be assigned to the b__head__ but also to b__spine2__, is that correct? Hair that does not reach the shoulder blades should be assigned to b__head__ only?
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Post by mauvemorn on Oct 4, 2021 11:41:20 GMT -5
Fwecka (Lolabellesims) some meshes can be affected by the neck bone as well (at the back), others can be affected by clavicle and breast bones. As always, just find a similar maxis item and check how it is rigged
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Post by bigte on Oct 4, 2021 14:10:15 GMT -5
Hi. It looks more like they are not moving at all while the sim moves. If that is the case, assign them to the head bone. For the future, please always provide the files so that we could give a certain answer instead of guessing How do I do that? And I'm not sure what you mean by "they are not moving at all". I don't think I can attach a video so I just took a screenshot.
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Post by mauvemorn on Oct 4, 2021 14:35:41 GMT -5
We need to see the blend file you imported in the package. Please share it the same way you did the image above
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Post by bigte on Oct 4, 2021 15:25:22 GMT -5
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Post by Fwecka (Lolabellesims) on Oct 5, 2021 0:48:38 GMT -5
I am not an expert in hair making. I haven't worked with hair yet but plan to soon. That said, it looks like the bangs have been assigned to b__R_Clavicle__ while the majority of what's on the head has been assigned to b__Head__. I don't know for sure what bones the bangs should be assigned to but whatever bones they need it will involve the head and possibly the face and not the shoulders. The bangs don't even touch the shoulders; why assign them to the shoulders? To check the weights select a mesh group, enter edit mode, solid viewport shading, and press N to open the right panel. Under Mesh Display put a checkmark next to Show Weights. You can then click on bones listed under Vertex Groups and see where your mesh changes color. This screenshot shows how you can assign a bone but please note that I honestly don't know for sure which bone(s) the bangs should use.
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Post by mauvemorn on Oct 5, 2021 2:43:48 GMT -5
- in the list select the clavicle bone and press on - button to delete it. Do the same for both cheek bones, - in the uv editor enable sync and select the whole hairline, as well as the uvs of the geometry that closes the hole, then press Ctrl I to invert the selection; - select b__Head__ and assign the whole selection to it; - deselect the strands at the front; - in weight paint enable Face selection masking for painting; - select b__Spine2__, disable Limit selection to visible, choose Weight Gradient tool, click and drag from the bottom to where the hairline at the back starts - click on Normalize all ( ignore the first part of the image)
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