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Post by soaplagoon on Aug 10, 2020 16:53:41 GMT -5
Hi, I'm quite new to making CC and converting meshes, while I did figure out how to convert a mesh to hair for Sims 4 in the past I must have done something wrong this time around, but I can't seem to figure out what the issue is and google really isn't helping me. I have converted weights and everything (though there still might be a problem with it, I wouldn't put it past it considering my lack of knowledge in the area lol) and it looks fine in S4S, but whenever I try the hair on in the game my game freezes for a few seconds and then crashes. It's also worth noting that I'm suspicious of the polycounts, i.e. I don't think its registering my mesh as the mesh...? Can anybody help me with fixing this hair? Here's the final blender file, the "mesh was edited to the right size but nothing had been done yet in terms of weight transfer etc" blender file, and the .package: Final: www.mediafire.com/file/v1df76a1rzed0mn/16.blend/fileNo Weight Transfer/Etc. (Beginning): www.mediafire.com/file/ywj61ztlissr9nv/6perfectsize.blend/file.Package: www.mediafire.com/file/6viu74uxh3uv7sb/ryooji+base.package/fileEven if you're unable to help me with these files, links to any tutorials that go over how to convert any mesh to hair for TS4 would be greatly appreciated!!
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Post by mauvemorn on Aug 10, 2020 17:55:49 GMT -5
Hi. You should never ever import the blend in s4s until you make it fully functional. The hair is affected by vertex groups from a completely different rig. All of them should be deleted and you should assign the whole thing to the head vertex group.
You should also vertex paint the mesh with 007f00 And you should also select everything in Edit mode with A and Mesh - Clean up - Delete loose
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Post by soaplagoon on Aug 11, 2020 0:29:18 GMT -5
Hi. You should never ever import the blend in s4s until you make it fully functional. The hair is affected by vertex groups from a completely different rig. All of them should be deleted and you should assign the whole thing to the head vertex group. You should also vertex paint the mesh with 007f00 And you should also select everything in Edit mode with A and Mesh - Clean up - Delete loose Hi, thank you for responding. Like I said I am a beginner here and I was not aware that it was not functional when I imported it into s4s until after the fact (speaking of, how DO you know if its functional before importing it into s4s??). I'll try those and see if it fixes the issues, thank you.
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Post by soaplagoon on Aug 11, 2020 1:15:53 GMT -5
Hi, another quick question. I did remove those vertexes as well as fix the vertex paint to #007f00 and doing mesh clean up > delete loose, but how do I assign them to the head vertex group if you don't mind me asking? Thank you for your patience
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Post by mauvemorn on Aug 11, 2020 8:20:04 GMT -5
Basically think of everything an item must do in-game or must have for s4s to recognize it. It has to show textures (uv_0), morph ( uv_1 and vertex paint) and move (rigging (weights)) in-game. It has to have reasonable polycount, be split into the right number of meshgroups with corresponding cut numbers to be imported in s4s. To assign, unfold rig, select the head, in the vertex groups section, find head vertex group, double click on it and copy the name. Then select the hair, click on the down arrow button to the right, and choose Delete all vertex groups. Then click on + button, rename the new group to the name of the head vertex group. Switch to Edit mode (TAB), and select everything with A, click on Assign button under vertex groups section
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Post by soaplagoon on Aug 11, 2020 15:16:13 GMT -5
Basically think of everything an item must do in-game or must have for s4s to recognize it. It has to show textures (uv_0), morph ( uv_1 and vertex paint) and move (rigging (weights)) in-game. It has to have reasonable polycount, be split into the right number of meshgroups with corresponding cut numbers to be imported in s4s. To assign, unfold rig, select the head, in the vertex groups section, find head vertex group, double click on it and copy the name. Then select the hair, click on the down arrow button to the right, and choose Delete all vertex groups. Then click on + button, rename the new group to the name of the head vertex group. Switch to Edit mode (TAB), and select everything with A, click on Assign button under vertex groups section Thank you so much for helping out! The good news is that I did fix most of the issues thanks to your help (no longer crashes the game, correct polycount), the bad news is that it seems to have weighting problems: (The hair stays completely stationary in that one spot) I am a beginner but I have dealt with weighting issues before so I think I'll play around a bit with it first (I did delete all vertex groups like you had said, which did solve most of the issues, but I think maybe I'll try only deleting the vertex groups from the other rig since quite a while ago when attempting this mesh I did data transfer vertex groups + weighting from a base game sims 4 hair), but any other tips is appreciated^^
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Post by mauvemorn on Aug 11, 2020 18:34:34 GMT -5
Did you copy-paste the name the right way, like, no spacing or anything? Did you select the mesh before assigning it to the head vertex group?
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Post by soaplagoon on Aug 13, 2020 0:31:49 GMT -5
Did you copy-paste the name the right way, like, no spacing or anything? Did you select the mesh before assigning it to the head vertex group? I got it working! What happened is that for some reason the head part of the rig was just titled "head" in my file, so when I named the vertex group just that it resulted in the above error. But while I was messing around with the vertex groups I had from the data transfer, I found one that was something like b__head__something and kept only that one (since your message about copying the name in the right way with no spacing was in my head and I thought it would make more sense in this scenario). And it worked! Thank you so much for helping me out and being patient with me, I really appreciate it!!
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Post by mauvemorn on Aug 13, 2020 10:42:23 GMT -5
Yeah, the lingo is confusing, but vertex groups are what is responsible for weights and the things in the rig and outliner are meshgroups
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Post by pixipui on Aug 14, 2020 16:06:57 GMT -5
Hey there soaplagoon ! I've made a quick hair tut that should help you!
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Post by soaplagoon on Aug 14, 2020 17:17:14 GMT -5
Hey there soaplagoon ! I've made a quick hair tut that should help you! Thank you so much!!! It's really appreciated for when I try to convert more hairs in the future!!
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Post by pixipui on Aug 14, 2020 17:32:12 GMT -5
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