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Post by dana86 on Nov 15, 2022 17:49:35 GMT -5
Hi everyone, I wanted to add ears to a toddler Maxis hoodie, so I took them from another Maxis hoodie mesh and combined them together. It looks fine in S4S but in game the ears move with the Sim and don't stay on the hoodie. I'm thinking it's because the ears are from a mesh that the ears were on top of the head?
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Post by mauvemorn on Nov 15, 2022 18:03:57 GMT -5
Hi. Yes, the ears were in the head area and adapted to move and morph like the head. When you moved them, the data responsible for moving and morphing did not change. You need to re-do this yourself - separate the ears from the hoodie; select the hoodie, shift-select the ears, transfer weights with the following settings; - select the ears, add Data transfer modifier, choose the hoodie as Source object, set the rest like in the pic, apply; - vertex paint the ears with 00ff00; - join them back with the hoodie
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Post by dana86 on Nov 16, 2022 4:36:47 GMT -5
You're a superstar, thank you! I followed all the steps and the ears themselves don't move (yay!), but some part of them (root?) still does, not sure what's happening there. The only difference when following these steps is with Limit Total it showed a warning "0 vertex weights limited". I'm not sure whether that's causing it.
(I updated the package)
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Post by mauvemorn on Nov 16, 2022 8:06:03 GMT -5
Causes: - the weights did not transfer right, i think you chose the wrong meshgroup as a reference when transferring them; - the uv_1 did not transfer at all. Make sure the reference is visible, the "UVs" button is enabled, the modifier is applied; - the vertex paint is not correct for the whole mesh, must have been deleted somehow in the process. Right now the ears are vertex painted with black, so they won't morph at all, the rest of the mesh is vertex painted with white, so it will not behave correctly. Other issues unrelated to the problem you're witnessing: - your blend has the wrong number of meshgroups and it is replacing the wrong part of the mesh; - the uvs in uv_0 are in the space meant for bottom and shoes, you should put them in the space between arms instead; - you dont really need to close holes at the root of those ears, they will not be visible. How to fix all of this: - open the blend, in uv editor enable sync, select the uvs of the ears, move them between the arms; - Select - invert, in 3d view press Delete, choose Faces to delete everything but the ears; - vertex paint the remaining mesh with 00ff00;
- optionally rename the meshgroup to Ears, save the blend, close it; - clone puTop_Hoodie again, export the blend, open. You will see that there are 6 meshgroups and that is how it should be. RMB-click on the hood, the meshgroup with the cut number 0005 will be selected. This will be your reference and the only meshgroup you will modify. You can rename it to Reference; - Append Ears from your original blend, transfer uv_1 from Reference as shown in the second panel; - select the reference, shift-select Ears, transfer weights with the settings from the screenshot. Limit total giving you that message is not a problem; - once done, in this order: select Ears, shift-select Reference, ctrl J to join; - save, import in the last package you created, edit the textures.
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Post by dana86 on Nov 16, 2022 10:49:47 GMT -5
Thank you so much! It's so strange to me that the ears are painted black and the hoodie white, I painted them with green as you showed right before joining the two with Ctrl+J and saving. I'll follow your steps and hopefully will get it working!
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Post by dana86 on Nov 16, 2022 13:02:44 GMT -5
It works! Thank you so so so much! <3
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