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Post by kikisimlive on Nov 11, 2020 20:52:22 GMT -5
Hi there, I hope you can help. I've just started on a rather big project and rather than finishing the mesh and the textures and finding out it isn't going to work, I figured I'd ask this in advance. So I'm creating the mesh for Neytiri from Avatar. My idea was to make the whole thing, body, outfit and hair as a single mesh and use the exclude part flag code to remove the feet, teeth and hair. I think this would be the code for that if I did it correct: 0000000000000118 I think I'm going to remove the vertex paint as I don't want it to move with the sliders. Will that work, or do I need to remove the map as well? Or will that result into a faulty file? The reason for this is because I had to change the proportions of the body slightly as the head is much smaller and the neck much longer than a human sim. I'm worried about this because it slightly diss-aligns the rig as well. I've included a picture of the mesh with the rig.. and you can see that the rig falls slightly below the face and the arms fall slightly shorter than where they normally do. Is this going to cause problems when the sim moves? It's turning out to be a lot of work for this project and I don't want to find out at the end. (oh.. and I know it looks super creepy with the human skin. I promise it looks really cool with the skin I'm painting right now)
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Post by kikisimlive on Nov 14, 2020 5:59:44 GMT -5
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Post by kikisimlive on Nov 14, 2020 8:10:59 GMT -5
Okay, so today I learned that you do need to keep the mesh near the rig. Ha, I tried to upload the body without the head in an outfit and that did work but the hands really deformed because they weren't aligned with the rig. So I changed that. It might have also been the bones that made the package file crash my game. I don't know I always struggle with those bones. So now all I need is the custom head, but say I upload a custom head as, for instance, a hat and exclude the head (I saw a post about it somewhere) how do I get around the "too many bones" issue. Because a face is going to have way more bones than a hat, otherwise it can't have facial expressions or talk?
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Post by kikisimlive on Nov 14, 2020 9:47:05 GMT -5
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Post by mauvemorn on Nov 14, 2020 13:29:41 GMT -5
Hi. You cannot modify the rig in the blend for a CAS item. What you want can be achieved through poses and sliders. The games does not like when you introduce new bones to the package. Usually it shows it by distorting the mesh in that area, but when the item has all of the bones from the head and the body, it tends to crash. The line you're seeing on the neck is a cut in the mesh. Select the whole head with A, Tools - Remove doubles, set Merge distance to 0,0001.
Not sure about the mouth area, maybe try editing uvs only on one side to see if it will change anything.
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Post by kikisimlive on Nov 16, 2020 18:07:25 GMT -5
Thanks so much for getting back to me.
The thing is, they are two separate items now, the head and neck are a hat and the body and part of the neck are an outfit, so I guess they have no choice but to over lap. But I went back in to make some adjustments, as when I tried to make it fit the rig more the neck had to be made less thin and it was a bit deformed. Also I had the texture for both head and body on both files as I initially intended it to be one item, so I adjusted that to. Both files only carry the diffuse texture information they have uvs for.
I don't know which of those changes fixed the line on the neck, but it's fixed now.
I noticed that the weird texture stuff about the lip only happened if I used the sliders on the head to make too many adjustments from the mesh. If I use the slider for only minimal adjustments it's fine.
It's a bit of a leaning curve, this project :D
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Post by Feyona on Nov 16, 2020 21:24:07 GMT -5
Your edited head contains vertex paint and uv_1 that works with the sliders and slightly distorts your own mesh, so what you see it your custom head adjusted to the head preset. I think that if you remove uv_1 and vertex paint (paint it white ffffff) you won't see these defects on the texture and mesh.
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Post by kikisimlive on Nov 22, 2020 4:24:59 GMT -5
Hi Feyona, thanks so much.
Yes I do want it to move with the sliders now actually. Because I had to fit the head mesh more to the rig I had to sacrifice a bit of the face shape, so now I'm trying to get that back with the sliders. If I don't play with the sliders to much it doesn't distort the texture. However I'm still adding a hairstyle on top of it as well, that I meshed from scratch so I'll probably fail on the UV_1 map on that. I'm gonna try my best but if that uv-1 map doesn't work out I will paint every thing ffffff and remove that map. but hopefully, maybe, just maybe, I can manage to make it work. *fingers crossed*
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Post by kikisimlive on Nov 22, 2020 6:41:08 GMT -5
Never mind it actually worked. I was expecting a lot more hassle with adding the hair but it all worked out.
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