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Post by ohlordez on Sept 13, 2022 2:06:27 GMT -5
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Post by mauvemorn on Sept 13, 2022 5:39:40 GMT -5
Hi. Clone the hair again and export the blend., then open it. The original hair is made of 3 meshgroups: the base shape and hat chops. Each of them have different cut numbers. Your base shape must be made of one meshgroup and have cut 0002. Do not make hat chop until the base shape works perfectly. Instead you can duplicate the base shape twice and assign cuts 0001 and 0000 to them.
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Post by ohlordez on Sept 14, 2022 7:39:58 GMT -5
Hi. Clone the hair again and export the blend., then open it. The original hair is made of 3 meshgroups: the base shape and hat chops. Each of them have different cut numbers. Your base shape must be made of one meshgroup and have cut 0002. Do not make hat chop until the base shape works perfectly. Instead you can duplicate the base shape twice and assign cuts 0001 and 0000 to them. Thank you so much, my problem was solved, but now I have problem with disappearing part of hair. It disappears when I merge the objects, but when I leave them separate they don't show up either. My .blend file drive.google.com/file/d/1lTnYA-AfA4eqn8fJNuKJybhVZlVcISud/view?usp=sharing
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Post by mauvemorn on Sept 14, 2022 14:37:43 GMT -5
When you flip the mesh, you need to flip the normals as well. Join both strands first,in Edit mode select everything with A, Mesh - Normals - Flip normals. Then join this mesh with the rest of the hair.
Also, you have incorrectly named vertex groups, always copy paste them, do not enter them manually. You should delete them, create b__Head__ and b__Spine2__, then rig the mesh as it should be rigged.
And you'd want the vertex paint to be 007f00 starting from the jaw to the ends
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Post by ohlordez on Sept 14, 2022 22:33:46 GMT -5
When you flip the mesh, you need to flip the normals as well. Join both strands first,in Edit mode select everything with A, Mesh - Normals - Flip normals. Then join this mesh with the rest of the hair.
Also, you have incorrectly named vertex groups, always copy paste them, do not enter them manually. You should delete them, create b__Head__ and b__Spine2__, then rig the mesh as it should be rigged.
And you'd want the vertex paint to be 007f00 starting from the jaw to the ends
In Sims 4 Studio hair looks great, but ingame it looks like this and i don't know what to do
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Post by mauvemorn on Sept 15, 2022 4:18:29 GMT -5
Also, you have incorrectly named vertex groups, always copy paste them, do not enter them manually. You should delete them, create b__Head__ and b__Spine2__, then rig the mesh as it should be rigged.
And you'd want the vertex paint to be 007f00 starting from the jaw to the ends
sims4studio.com/thread/29077/rig-hair-sims-universal-method
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