|
Post by ICONIC on Feb 24, 2017 11:02:31 GMT -5
Hello guys. I'm working on 3D eyelashes for Ts4, but they're not following eyes in the game. You can see the image below. The mesh and texture are perfect, but the mesh does not respect the size of the eyes, and also does not perform the opening and closing animation together with the eyes. These are the bones I used: Do I need to do anything else for this to work? Does anyone know how to fix this? Sorry for my bad English, I hope you understand.
|
|
|
Post by inabadromance on Feb 24, 2017 13:54:38 GMT -5
hi! Please share the .blend file and .package so someone can take a look at it. Check what blender version you're using. use the 2.70 one.
|
|
|
Post by ICONIC on Feb 24, 2017 21:09:54 GMT -5
Yes, I am using blender version 2.70. Here is the link to DOWNLOAD the files.
|
|
|
Post by inabadromance on Feb 24, 2017 22:48:29 GMT -5
hi! I took a look at the blend and the weight isn't quite right. The mesh is weighted 1 on all bones. I'm not sure if you did a weight transfer , if not i suggest you doing it (first delete the bones you have now). If that doesn't work, then you'll have to do it manually by picking each part of the mesh and applying the weight of the specific bone. Also, remember to double click on the uvmap name, and change it to uv_0. I noticed that your mesh is duplicated.. and that's unnecessary geometry causing your mesh to be a bit high poly for what it is. select each part by holding L and hovering the mesh and delete the duplicates.
|
|
|
Post by ICONIC on Feb 25, 2017 10:41:49 GMT -5
I tried to do this, but still looks wrong in the game. I think it's too much for me. Do not have a way to use the bones of another mesh as a base? As it is done in The Sims 3! It would be much easier. I'm new to TS4.
|
|
|
Post by inabadromance on Feb 25, 2017 12:50:41 GMT -5
That is what weight transfer is.. what steps are you following to do the bones then? You can use the head piece that is inside the rig, make it editable by clicking on the grey-ed arrow and using it as a base for transfer (linked tutorial on my last post). But i do think that doing it manually would work better. First you delete all unnecessary bones and leave the 4 you want (low and up lids). Go into edit mode and select each part of the mesh to apply the desired bone (weight 1).
|
|
|
Post by FlowersSimFactory on Mar 3, 2017 18:10:07 GMT -5
So i saw that post and I'm having similar troubles. Except, I am extruding a bone from an existing bone to another bone which I want to deform the mesh during animation. I tried weight painting, and It doesnt work in the game. Instead, It doesn't move at all. Help?
|
|