sweet
New Member
Posts: 3
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Post by sweet on Oct 21, 2020 1:05:57 GMT -5
Hello everyone! I've been working on this one hairstyle and, in the process, I decided to make it longer. I've done all steps to weight paint shown in this tutorial, but I ended up redoing the b__Spine__2 multiple times with different techniques, but none have solved my problem. The part of the hair that stays in the front part of the sim's body makes a weird curve when she moves to her right:
And I didn't take a picture, but when she moves back to her left, the hair clips into her body. Is there any different weight I'm supposed to assign to long hairs? What could I be doing wrong?
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Post by mauvemorn on Oct 21, 2020 11:39:06 GMT -5
Hi. First, you should delete all those vertex groups from the face area, then use Normalize all button with Lock active unchecked found in Weight paint. Then select any clavicle bone, see how far they affect the mesh? The spine bone should be at the front, too. Check what the upper body's clavicle vertex groups look like to get what I mean
Another thing, hair packages consist of 3 meshgroups: original shape and 2 hat chops. When you import a blend file that consist only of one meshgroup, only that one is being overwritten. The game does not like when we do that, so if you do not want to make proper hat chops, duplicate the original shape twice and change cut numbers to 0000, 0001, 0002
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Post by o19 on Oct 21, 2020 14:14:19 GMT -5
For me it looks like an effect by the b__CAS_L_Breast__ bone. You could try to modify its size and position in CAS before editing the weight map or vertex group in Blender.
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sweet
New Member
Posts: 3
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Post by sweet on Oct 21, 2020 19:12:01 GMT -5
So, seems like the solution was to isolate the rest of the hair and add a weight gradient to the front part. It's still a little glitchy, doesn't move the way I wanted it to, but I don't think it's possible considering some polygons have been stretched a lot to get this length. About the hat chops, I am aware that I need to add them, but from past experience, I think it's better to do them after the weights are alright
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Post by mauvemorn on Oct 22, 2020 3:16:29 GMT -5
Yes, but you need to make sure the file is right because the way the game can tell you it is wrong is exactly this way, with distortions. They tend to be more dramatic than in you case, though. What you should do in just duplicate the original twice and change the cut numbers. You can make the proper ones later
Also, you do not need to isolate the mesh, just start the gradient away from the hair and slowly let it reach the hair (like, of you will click in the stomach area and start dragging toward the head)
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sweet
New Member
Posts: 3
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Post by sweet on Oct 23, 2020 12:45:26 GMT -5
Okay, sorry about the late response, but I managed to solve the whole problem! What was really causing the issue was the clavicle weight, which apparently tends to glitch extremely long hairs. I didn't mention it, but I did add the proper hat chops and the lower LODs later . When one of my sims with this hairstyle would sit or lay down, part of the hair would stay in the same place as it would be when she stood up (as in, it floated). Thanks for your help guys!
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