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Post by gratonite on Dec 10, 2018 4:57:29 GMT -5
So..i did a joke test on customizing hair meshes, it looks like this on S4S > prnt.sc/lszn8rHowever when i go ingame, the hair is there (it is detectable). But when i click on it to put it on, The object that i put is gone. It's back to the normal hair before i added the object. How it looked on Blender : prntscr.com/lszo7oThe hair is GEOM 0000 The object is GEOM 0001 Things that i've done 1. Imported all LOD 0-4 with the mesh A question, i see that most hair have 3 parts in exported .blend files, is it okay to delete 2 of them and leave only the main hair?
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Post by inabadromance on Dec 10, 2018 6:16:00 GMT -5
Hi! that's not how hairs work. as mentioned in your last sentence, there you have your answer. this applies to all items not only CAS, all meshgroups with their respective cut numbers MUST match the original mesh for ALL elements to update properly. deleting a group in blender WON'T delete a meshgroup in S4S. please read this: sims4studio.com/thread/134/mini-tutorial-sims-hair-components. each meshgroup represents a different hair state.
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Post by gratonite on Dec 10, 2018 10:41:50 GMT -5
Hi! that's not how hairs work. as mentioned in your last sentence, there you have your answer. this applies to all items not only CAS, all meshgroups with their respective cut numbers MUST match the original mesh for ALL elements to update properly. deleting a group in blender WON'T delete a meshgroup in S4S. please read this: sims4studio.com/thread/134/mini-tutorial-sims-hair-components. each meshgroup represents a different hair state. Ahh, i see. So, the reason it is not showing up is because i don't have a hat on my sim? (Since i took the code 0001 which is a hat chop mesh)
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Post by inabadromance on Dec 10, 2018 10:51:31 GMT -5
the only meshgroup that will appear is the one that you edited. not the rest. so if you picked a random cut it will be that one.
question, why did you decide to edit a hair instead of adding a hat that could be used with any hair? you have to clone a head accessory (NOT HATS) such as an earring. then change the category to hats.
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Post by gratonite on Dec 10, 2018 11:09:03 GMT -5
the only meshgroup that will appear is the one that you edited. not the rest. so if you picked a random cut it will be that one. question, why did you decide to edit a hair instead of adding a hat that could be used with any hair? you have to clone a head accessory (NOT HATS) such as an earring. then change the category to hats. That's because i was just testing and trying out adding something to the hair. Truth is i have a Vannelope hair project, the hair has candies on it. So i was just "trying" to add stuffs to the hair, before doing the actual project. I still don't understand why the object didn't appear, is it because it's a different meshgroup? Do i need to combine them into 1 mesh group?
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Post by inabadromance on Dec 10, 2018 19:00:01 GMT -5
To make it simple, ALL hairs MUST HAVE 3 MESHGROUPS. That's it. That's how it works. Please re read the last link i shared, it explains it there. If you want to add something to the hair then either you should add it to EACH meshgroup or make it as an accessory as i mentioned before. The "new" add-on MUST be on the hair mesh group, not separate into some random group.
For your particular object, adding it to the hair is pretty pointless. It's better to add it as an accessory in my opinion, specially if you're not modifying the hair at all.
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