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Post by mauvemorn on Dec 8, 2021 13:39:40 GMT -5
The weights are not right. Select b__R_OutBrow__ and b__Neck__ to see what i mean. It is best to delete all of them and vertex paint manually with the gradient tool. the mesh has no proper uv_1, i think you transferred it from the wrong mesh. Sometimes "head" is the head, other times it is a mouth cavity. Always check what is what by hiding-unhiding it first. delete uv_2, only the head should have it Also, there's some overlapping geometry( more orange than the surrounding area). Best to delete it. Just select a face on the strand in that area and press Ctrl L, then choose Normal
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Post by lenalechou on Dec 9, 2021 11:58:02 GMT -5
Thank you for the help again mauvemorn. I did weight transfer with blender 2.70 and delete 2 weights that were not right. I used the grandient tool in head bone. I did data transfer with blender 2.76 about uv_1 and delete uv 2. I merged the unmerged verticles. I didn't do the vertex paint yet ( what colour I must paint the hair? 007f00 or 000000?) and overlapping yet ( I tried to delete the verticles in red and yellow area(the picture you post before) but the mesh altered. Here is how the mesh looks now in CAS with last changes: when moving in CAS: but I have a question. Is it okay the mesh takes this shape in circled area when the sim moves head at left or right? Please tell me your opinion or if you think that I must correct and something else. The texture is ok or shall I made any changes? I confuzed a little with overlapping. Which verticles shall I delete so the mesh not alters? Here is my last blender file: files.fm/u/gb3yvqukn#/view/b5dt8ymxhand package file: files.fm/u/gb3yvqukn#/view/rv3jw8e89
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Post by mauvemorn on Dec 9, 2021 14:36:45 GMT -5
Black vertex paint disables morphing. The hair must morph with the head. Whenever in doubts, check how a similar maxis hair is made. Usually it is painted with 007f02 from the roots to the jawline and the rest is 007f00.
as for the issue, make sure you are importing the blend you shared with me and seeing the right package. There is nothing wrong with it that could have caused this issue. Do export and re-import the blend in s4s
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Post by lenalechou on Dec 10, 2021 11:50:25 GMT -5
Thank you for the help again mauvemorn. Here is my last progress blender file(this is the blender file I put on package): files.fm/u/gb3yvqukn#/view/trbt4fmt5 and package file: files.fm/u/gb3yvqukn#/view/b5z8s6fzsHere is how in CAS the mesh appears: I have a question:It is okay to appear like that or is there a way to correct this? (Please can you tell me how?) and How I can make the hairstyle available for hats? Do you know which tutorial I must follow?
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Post by mauvemorn on Dec 10, 2021 13:33:07 GMT -5
after you import the blend in s4s, do not export it again. s4s splits the mesh during import along uv island borders. When you export and re-import it again, these split edges are shaded as sharp. open the blend, remove doubles in 3d view, then select everything in uv editor, press W and choose Remove doubles. Set merge distance to 0,0001.
There is no reason for you to be exporting the blend after you import it at all
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Post by lenalechou on Dec 10, 2021 16:00:31 GMT -5
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Post by lenalechou on Dec 18, 2021 9:22:22 GMT -5
I made some progress. I followed this video and I cut with K and Z the hair mesh 2 and 3. Is there an easy way to adjust it to hats? The bangs look too dificult. Can anyone tell me how to adjust them? Here is my last blender file: files.fm/u/gb3yvqukn#/view/5n4g5bpe7
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Post by Fwecka (Lolabellesims) on Dec 18, 2021 22:45:53 GMT -5
Honestly? Maybe there's an easier way of doing this but I'd clone a hat that's tilted and has a brim, export its blend, then append the mesh. Be sure to delete an extra rig if one gets appended. Delete the bone_bone_shape, too. (I know the bone_bone_shape doesn't matter but I think it gets in the way so why not delete it?) Then select the hair, edit mode, and use proportional editing to move vertices on the bangs so they don't clip with hats. After you're done, delete the hat.
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Post by lenalechou on Dec 19, 2021 9:00:13 GMT -5
I made some progress now but I'm not really sure. I have no idea how to adjust the rest of the hair so not looking altered. Here is my last blender file: files.fm/u/gb3yvqukn#/view/tpfsmqad9 Please can you help me or sent me a tutorial how to make the bangs? I really don't know how I do the rest.
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Post by mauvemorn on Dec 19, 2021 14:05:50 GMT -5
There are two fast and easy ways of making hat chops and i'm going to write a tutorial since others seem to make things more complicated than needed. I should be done with it in a few hours, just a heads up that i did not loose this thread... like i did yesterday and on December the 10th... sorry, i keep opening them from mobile and forgetting to reply afterward
edit: could not finish in time, tomorrow it is 😴
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Post by mauvemorn on Dec 21, 2021 18:42:32 GMT -5
Hi again. Sorry for the wait, initially wrote both methods but decided to delete the longer one bc… it’s longer and does the same thing sims4studio.com/thread/26873/make-hat-chops-ts4-hairAlso, I still see that the mesh is ripped so just want to make sure you are removing doubles right: - in edit mode select the whole mesh with A; - remove doubles with merge distance set to 0.0001; - do this for all lods
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Post by lenalechou on Dec 23, 2021 17:24:40 GMT -5
Thank you so much for the tutorial mauvemorn. It was very helpful. The mesh is look to work perfectly in cas: I made a progress now and here is how it looks in CAS: some hats fit but some others not. But I'll try to adjust them and to the rest: Except hats, I think that I must correct and something else in mesh because when sim is moving the mesh alters in areas close to bangs. Please tell me if the progress I made is ok or what else you think that I must correct before do the other lods Here is my last blender file files.fm/u/tazcst3zf#/view/9d7ygkrjv and package file: files.fm/u/tazcst3zf#/view/5x7hqgynd
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Post by mauvemorn on Dec 24, 2021 9:41:47 GMT -5
You just need to move that area closer to the scalp
And you need to transfer uvs with nearest face interpolated
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Post by lenalechou on Dec 27, 2021 10:19:00 GMT -5
Hello again mauvemorn and thank you for the elp. I did with wight gradient to the head and the uv_1 with nearest face interpolated. The mesh look better now. I try to correct some other areas in mesh 2 and mesh 3 n order to fit with more hats: but I still have these 2 issues her this area alters when sim moving: and this area alters too: Please can you tell me which weight I must correct and how? I tried with weight gradient but it didn't work Here is my last blender file: files.fm/u/tazcst3zf#/view/xc9m8k2nk and package file: files.fm/u/tazcst3zf#/view/aqghkzgfp
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Post by mauvemorn on Dec 27, 2021 11:55:24 GMT -5
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