Hi. I've been trying to modify the mesh of a hair. (Disclaimer: it is for personal use. It is one of Leah Lillith's hair). The hair seems to have multiple layers. It has six layers. I have read forums and such about the cuts and everything and made sure everything was arranged correctly as in the original mesh. Also the cuts. I made sure that they are the same as with the original LOD0. First problem is that when I Import the mesh (I only moved the twintails behind the back and made them longer. Didn't duplicate or linked or anything) While it shows the changed I made to the mesh as of the other 3 (which seem more alpha and are on top of the the other three layers) It keeps the "base" of the other three layers the same without showing the changes I've made to the mesh. And second is a common issue. It doesn't show LOD1 despite also making sure the cuts etc are the same as in the original. Also in LOD1 of the mesh, it has only 3 layers, as if they're merged in a way. In the warehouse I checked to see the geoms and such and see a huge difference of the mesh between the Base and the Addon layers. How can I fix this...T_T
The layer I suppose it corresponds on top of it
The hair as I edited the twintails. Also showing geomThe issue.
and the differences I see in the warehouse though it might be irrelevant.
Okay so I took another route with the hair I was making. Since I couldn't figure out the problem on the previous thread I had I decided to just "start" from scratch. I exported a mesh of hair and then made my main mesh as an object and imported it. I made sure it was clear and all. I deleted the vertices of the original hair and placed mine instead. Made sure to have the cut numbers and and all but still nothing. It won't show up on Sims4 studio it is like it cannot be imported. Idk how to fix this at this point..
Hi. Make sure all meshgroups are visible before saving. Those that are not will not import.
what do you mean mean...? I mean if we're talking about the eye thing then yeah I got all of them like that to be visible. I also tried yet once again from scratch. Assigned cuts, geoms, right names for uv_0 and uv_1, materials, everything. Even compared side by side another basic game mesh hair to see if I did anythign else wrong in any of the settings and it still won't show in the s4studio. Also uninstalled and reinstalled both s4studio and blender in case i had a wrong version and it couldn't translate something in the import. i still cannot for the love of me understand what I am missing. I will upload the blender file please if you don't mind can you take a look at it?
I have no problem importing the file in any lods. What version of Blender do you use? Where are you importing them in? The same package or did you clone a maxis mesh? Try using decimate on all meshgroups, lower the polycount to around 5k each and import just to see if they will be imported. If yes, the mesh is just too high poly. If no, then link to the original hair please.
Also, re-doing the mesh will achieve nothing, especially the way it is right now unless it already came that way. It has no proper uv_1 and is not vertex painted, it will not morph. Also, if you will join opaque and transparent meshgroups, there will be transparency issues. The author created those 3 extra meshgroups and added them in the warehouse to avoid it. Speaking of, it is possible that the author did it in a way that corrupted the package.
btw, the names of meshgroups in blender do not matter, only cut numbers
Last Edit: Oct 15, 2020 14:45:58 GMT -5 by mauvemorn
I download the 2.70a one from s4studio page. I imported them in 3 separate occasions to 3 different packages to figure out the problem. The first import was in the original package of course in which case it is the one in the pics, where I only moved and transformed only the tails and didn't touch anything else. In the other 2 instances I tried to put it in different package files with alpha long hair in the first instances and a maxis one in the second to see where the error is. I used decimate but the issue wasn't in the high poly count.
(as for the eye icon yeah i always import stuff with the eye icon open) I tried various things in general to see where the problem lies. Also didn't touch the uv_1 maps or any uv since I didn't want to tamper with the original package.
After I exported parts of the mesh in OBJ I realized something. The upper part of the hair can be imported just fine in my s4studio.
This part has no issues with transparency or anything and can be imported just fine with the changes I did. The latter part however, is what gives me all the trouble.
This one is which I experimented with the most, since this the faulty part that won't allow my mesh to be imported. After I download other hair from the same author that all had the same construction (6 layers with a base and the other alphas covering this base so the hair will seem fuller) I ran into the same issue with all of them. Now, if I export this into an OBJ without any modifiers but only the UV maps it has and join my mesh with this one, then I run to no problems during the import. Problem is, that in game there is the classic transparency issue, where you can see through the hair and inside of it. That though happens only with the base, the problematic part that cannot be imported. I flipped normals etc, did duplicate and the .999 sale and flipped the normals and the issue is still there. I don't know why this part alone of the hair a) does not allow me to import my mesh without doing the whole export obj thing with only but the UVs and b) even though I figured how to import the mesh, it has transparency issues only in the base part.
Also what do you mean that the author imported them in the warehouse? If that's the case is there a tutorial to do the same and maybe avoid the issues I run in with the hair?
Hi again. Sorry for the wait. The region map of hair is hell indeed, it's really hard to understand what is going on in it. The only thing I can suggest you is to try to import the hair blend with 6 meshgroups in the latest package from the same creator just in case it really is corrupted. You could try to build the package with meshgroups from scratch but it'd be challenging because of that region map thing
Last Edit: Oct 18, 2020 15:18:43 GMT -5 by mauvemorn
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