starry333
New Member
currently lost in space
Posts: 8
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Post by starry333 on Feb 10, 2023 20:07:18 GMT -5
Hi there.
I've been working on trying to get this hair in my game for ages now and it never shows up right. It keeps floating off my Sims' heads and seems to be attached to the forehead? It should be vertex-painted and weighted correctly, but I'm not super experienced, so maybe it's not.
(Yes, I know there are a lot of lamps in the Blender file. :P And yes, the LODs aren't quite right, but it was doing this when I had them set properly, too.)
How it looks in Blender/S4S vs. in game.
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Post by Catnipsims on Feb 11, 2023 4:48:24 GMT -5
Hi there! From what I can see, the hair mesh is not weighted at all, only the skin part around the forehead. Since this is a shorter hair, you can really just assign the hair mesh itself (not skin parts) a 100 value and make it fully red on the b__Head__ vertex group.
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Post by mauvemorn on Feb 11, 2023 11:08:20 GMT -5
Hi. As catnipsims said, the mesh floats because it is not rigged at all. It also does not morph correctly because uv_1 and vertex paint are wrong. And the uvs in uv_0 are a bit outside of the space meant for them. - select uv_0, enable sync, press B, click and drag to select all uvs of the hair itself, not the hairline, remove the currect image from the background, set this template instead, move them up a bit with G, make them bigger with S, rotate with R. Bigger uvs = better texture quality; - select the uvs of the hair again, UV - Export uv layout. Later you can use it to edit the textures; - with the uvs of the hair still selected, assign it to the head bone; - clone a similar hairstyle, export the blend naming it reference.blend, open it, delete both hat chops, rename the remaining meshgroup to Reference. Save, close; - back to your blend, File - Append - reference.blend - Object - reference, append it in the scene; - select your hair, add data transfer modifier, choose Referencve as Source object, set the rest like in the pic, apply; - repeat the process for vertex paint, except instead of UVs click on Colors; - delete all hidden s4studio_mesh_, duplicate s4studio_mesh_2 twice, change the cuts to 0000, 0001, 0002, save, import into the package from which you exported the reference
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starry333
New Member
currently lost in space
Posts: 8
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Post by starry333 on Feb 11, 2023 13:37:07 GMT -5
Thank you for the fast responses! Worked like a charm.
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