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Post by shealgorithm on Jun 27, 2023 18:01:46 GMT -5
Hello!
I've been working on making a full head cowl for a few days now (for a spider-man mask, for reference). Or, at least, trying to work on it. What I'm wanting is for it to morph with my sim's facial features (both in as far as in fit ie. conforming to a prominent jawline or nose, and as far as facial expression ie. eye squint and the like.) I'm going for that spandex-y "you can see movement underneath" vibe. But no matter what I try, it's static. I've set it to exclude regions so that the head underneath is hidden, but you set the values back to all zeroes you'll find it doesn't morph to face shape at all. And it's clearly not animating with the face.
The hat is cloned from the luchador mask, and the cowl itself is cloned from the abstract mannequin. I've transferred weights, checked the uv1, and checked my vertex paints. I've gone through old creator help threads and tried the methods outlined in those as well.
I've seen CC that has the effect I'm going for ( this skeleton mask) and I've compared the blend files. But I can't find the thing that's different from mine.
At this point I feel like it's gotta be that I missed a button press somewhere, or that it's something really simple.
Here is the link to the google drive folder including the package and blender. I do hope I set permissions correctly.
Thank you so, so much for your time!
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Post by mauvemorn on Jun 28, 2023 10:54:41 GMT -5
Hi. Transfer uv_1 and weights from the head found under the rig, check in-game. If you want the mask to morph just like the face, vertex paint it with 007F3F
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Post by shealgorithm on Jun 28, 2023 15:15:23 GMT -5
Well....transferring from the rig I got the right cheek to move. Still no matching with the face shape, though.
I'm not really sure what I'm doing wrong, but I'll fiddle with it some more. Thanks for the info about transferring straight from the rig, I'd always assumed you had to append another item to transfer from.
Again, thank you for your time.
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Post by mauvemorn on Jun 28, 2023 15:26:05 GMT -5
Just in case there was a misunderstanding, I want to clarify that I meant the head mesh parented to the rig, not the rig itself. If you understood correctly, did you make the head selectable before transferring them? Did you check that the selected mesh is indeed the head and not the mouth cavity named similarly? Delete the weights on your mask to see if they are indeed being transferred. Also, I forgot to mention, if you want the mask to morph with details mode sliders, you need to also use headfixer cheat (after importing the blend, open the console in s4s and enter « headfixer »)
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Post by shealgorithm on Jun 28, 2023 17:41:09 GMT -5
Yes! I used the mesh parented to the rig, not the rig itself. And after reading your response I went back and made sure to actually make it selectable (that's been a snag for me on a couple of projects). I cleared my weights and transferred again. Made sure it was from the actual head and not from the mouth cavity. Applied the cheat.
I'm honestly at a loss. I'm not great at making cc, but I've made quite a lot of it, and I've been able to troubleshoot my own way out of any corners before.
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Post by mauvemorn on Jun 29, 2023 8:46:36 GMT -5
The weights were not transferred correctly, but it is not the main reason. I think it is the package, the data that s4s tries to recover with headfixer exists only in the head package. Before remaking it, check this file in game to see if you're happy with the final result. It does not move quite as smooth as the head, but i think it is just a matter of topology
- clone ymHead specifically, export the blend, open. There will be the head mesh and the mouth cavity; - append your mask into the scene, delete the weights, transfer them from the head this exact way - you might want to delete eye size and lids related vertex groups and normalize weights, otherwise the mask "blinks" - the vertex paint should be re-done as well. Flood everything with 007F00 first, then select the face area and flood it with 007F3F. Then smooth the transition. Heres an example of how to do this on a different mesh Vertex paint dictates what variation (skin-tight and robe-like) of deformation maps the painted area will deform according to in CAS during body customization and animation. 00FF00 is for skint-tight areas, 3FFF00 is for any skirt-like area ( skirts, bottom parts of dresses, coats, aprons, etc). Start by choosing 00FF00 and Paint - Set vertex color 1). Disable Limit selection to visible; 2). Holding Ctrl, lasso-select the bottom part of the mesh starting somewhere in the middle of the pelvic bone; 3). Enable sync; 4). Press B and deselect legs; 5). Switch to Vertex paint and enable Face selection masking for painting; 6). Type in 3FFF00; 7). Paint - Set vertex colors; 8). Press A twice to deselect and select everything again, Paint - Smooth vertex colors - optionally select uv_1, create a new uv map, name it uv_2; - delete the original head, make sure the mask has 0000 cut; - import back into ymHead, run the headfixer; - recategorize as a hat, enable Masculine fashion choice, change exclude part flag to 8
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Post by shealgorithm on Jun 29, 2023 14:48:30 GMT -5
Thank you so, so much! It's working, and looking good! Much appreciated!
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