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Post by denoctus on Mar 7, 2017 9:43:26 GMT -5
Hi, I've recently (two or three weeks ago) started working with Blender, making hair meshes and such. Everything has been going smoothly for the most part, but last week I encountered a problem that I didn't manage to figure out.
I made a new hair mesh by editing an EA default hair mesh, and it looked great in blender. After a while working on it I decided to quickly check how it looked in-game (by doing the usual "import mesh into all the LODs" n s4s), and the hair mesh looked fine.. Until the character/sim moved their head/raised their brows. The hair was kind of glitching out/clipping itself in various parts of the hair, and when the sim raised their brows, some parts of the bangs went up with it.. It was a horrible sight. I went through the tutorial index on here to find some help, but none of it did the trick, so I'm getting a bit desperate at the moment.
Link to the screenshots of the problem: imgur.com/a/hh07W
I might have an idea of what is happening, but I'm afraid that I'm just a newbie that needs some loving guidance.. I think the problem is to do with either the vertex coloring, weight painting, joint assigment or the vertex groups. Please help me. It's so nerve-racking to spend endless hours on this without finding any help.
Love, Denoctus
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Post by inabadromance on Mar 7, 2017 14:53:56 GMT -5
hi! Well it depends on how the original was and how much you edited. When you edit things on a mesh you have to accommodate everything to the new shape and how it will react on the sim's body/head. You might have to re do the weight transfer in this particular case.
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Post by denoctus on Mar 7, 2017 15:52:42 GMT -5
Hey, yeah I did try that, but when I imported the newly weight assigned into s4s it only showed the default EA hair that i started with. And it also showed the default in-game too. I am confused beyond several galaxies right now.
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Post by inabadromance on Mar 7, 2017 16:09:14 GMT -5
Hairs are composed by 3 mesh groups with their respective cut numbers. You have to edit all groups to match your new edit. You can read about hairs' mesh groups here, Remember that your .blend's mesh groups (with their respective cut numbers - step 9) must match exactly the original EA blend so that all elements import correctly.
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Post by denoctus on Mar 7, 2017 17:29:10 GMT -5
I will try that and update you on it! Thank you so much for responding, you're an angel!
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Post by denoctus on Mar 9, 2017 5:17:43 GMT -5
The mesh is showing up now, but it's still doing the same glitch/clipping stuff when the character moves. I've become sick of this. here's the link to the .blend file: www.mediafire.com/file/5his1e7dah9ajpb/The_mesh.blend I have transfered the weights, I have corrected the number of cuts. I've done so much this past week to hopefully make it work, but none of it has worked. Please help me and tell me what to do next.
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Post by denoctus on Mar 9, 2017 11:14:45 GMT -5
I alos edited the UV map a bit, but I don't know if i did it right
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Post by inabadromance on Mar 9, 2017 12:02:09 GMT -5
I downloaded your .blend and the weight is wrong. Please delete all the bones you currently have before following the weight transfer tutorial again. Also, you have to edit all other mesh groups as well to match your mesh. You'll probably need to re do the uv_1 as well.
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