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Post by OHMYPLUMBOB on Feb 6, 2022 19:06:04 GMT -5
hey guys! i'm trying to get into something different and this is the FIRST time i've converted something that doesn't include geom or any type or weights, and it KINDA works but I feel like something is wrong - i'm just not experienced enough to know .BLEND FILEFINAL .PACKAGE FILEit's listed under a hat, it's an Ahoge (or stubborn hair) that's converted from miku miku dance. I used one of my accessories at hat as a base for this, but when the model moves in cas, it will move with the model but it goes kinda slow? again, this is definitely out of my wheelhouse so I'm asking you guys to see if I did everything correctly, because it feels like I'm missing something. Thanks!
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Post by mauvemorn on Feb 7, 2022 9:40:14 GMT -5
Hi. You should always start by cloning something vaguely similar and studying it. The hair strand is in the hat area, so clone a hat. You will see that the hat is assigned to the head bone only. Yours is assigned to the breast bone as well. In your case, simply deleting the breast bone is enough. So select b__CAS_R_Breast__ and click on the - button (step 2, ignore everything else) Next, normally cas items morphs when you adjust the shape of the body. However, does this hair strand needs to morphs? Technically no, so you can vertex paint it with black ( do only 2, 3 5) Next, you'll see that the hat has 2 uv maps. uv_0 is responsible for projecting textures while uv_1 is for morphing. You should rename UVMap to uv_0. Since your mesh does not need to morph, you do not need to create uv_1. Now, when you put the hat on the sim, the hair shape changes . You do not want this to happen when you put this hair strand on a sim. You could edit Region type but it would be easier to just clone earrings. And for that reason you could also put the hair strand uv island in the space meant for earrings so that all this space in the hat area is not wasted.
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Post by OHMYPLUMBOB on Feb 10, 2022 20:36:32 GMT -5
turns out I didn't have the rig set correctly AND I still had the bones from the MMD program in there, after I fixed those, it works great. thanks for the quick reply
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