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Post by candydoesstuff on Aug 26, 2023 22:48:41 GMT -5
Hi, I'm a first-time cc creator, I am trying to convert some hair from Splatoon 3 into the Sims 4, and aside from some of the textures looking fleshy, it appears fine, like so: LinkHowever when I use the hair in game, several parts of the mesh are missing, and the part of the mesh that does show up is slightly squished. LinkIs there any way to fix this? I really don't have too big of an idea what i'm doing here, any tips on how to fix the texture would be appreciated as well.
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Post by mauvemorn on Aug 27, 2023 1:20:11 GMT -5
Hi. The blend is most likely not structured correctly. We would need to see the package and blend files to provide any useful answer
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Post by candydoesstuff on Aug 27, 2023 1:31:33 GMT -5
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Post by mauvemorn on Aug 27, 2023 2:13:43 GMT -5
Yes, that and the mesh is not adapted to move and morph - clone yfHair_ShortTextured, export the blend, open it. You will see three meshgroups: a base shape of the hair and two hat chops, not the base shape split into three parts. Each of them has different cut numbers, which is how s4s knows what 3d model in the blend should replace what in the package; - if you were to look through other components of either meshgroups, you'd see that they have two uv maps: uv_0 defines how textures are displayed, uv_1 defines how the hair will morph in-game; - in the vertex groups list there are bones that affect the mesh, yours has none. This data can be transferred from the reference; - hair should be vertex painted, otherwise it will not morph correctly. This type of data can be transferred from the reference - you should also never transform the item in Object mode; - open the blend you shared, join all three parts of the mesh into one; - export the blend with Selection only enabled. This will remove some of the unnecessary data; - open yfHair_ShortTextured blend, delete hat chops, rename the remaining mesh to Reference. Import the hair there; - create a new uv map, name the first one uv_0, the second one uv_1; - transfer weights, uv_1 and vertex paint from the reference to your hair; - delete the reference, duplicate the hair twice, give them different cuts: 0000, 0001, 0002; - save, import into yfHair_ShortTextured package
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Post by candydoesstuff on Aug 27, 2023 2:26:56 GMT -5
Thanks for the help, if I may ask, how do I access and properly do stuff like the vertex groups and find the right uv's? Again i'm still a beginner so sorry if this questions a little stupid.
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Post by mauvemorn on Aug 27, 2023 2:28:28 GMT -5
Both can be found in the Data tab, as shown in screenshots. You should watch a video tutorial on this subject to familiarize yourself with the process and the interface
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Post by candydoesstuff on Aug 27, 2023 2:35:09 GMT -5
Thank you again for the help! I'll update you on if this fixes the issue for me.
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Post by candydoesstuff on Aug 27, 2023 3:20:46 GMT -5
I can't seem to find the data transfer modifier? link
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Post by mauvemorn on Aug 27, 2023 3:30:21 GMT -5
It was not yet introduced in 2.7, install 2.76b instead
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Post by candydoesstuff on Aug 27, 2023 11:13:59 GMT -5
Hi, for some reason in sims 4 studio my hair mesh shows up partly transparent in one area, along with the entire hair using the skin texture. I have the actual texture set up in both blender and S4S however it only covers a small portion of the hair. What am I doing wrong? link
PackageBlender
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Post by mauvemorn on Aug 27, 2023 11:32:52 GMT -5
step 1: open the blend you shared, join all three parts of the mesh into one; step 2: export the blend with Selection only enabled. This will remove some of the unnecessary data; step 3: open yfHair_ShortTextured blend, delete hat chops, rename the remaining mesh to Reference. Import the hair there; In step 3, you were meant to import the same hair you exported in step 2, not the original obj.
In the future, when you resize and move the hair to fit the head, do this in Edit mode.
But whatever, the maps are mixed up, you need to change their order: - open the latest blend file you shared; - delete uv_0 with - button; - Rename uv_1 to uv_0; - create a new uv map and name it uv_1; - append yfHair_ShortTextured in the scene, transfer uv_1 from the reference; - transfer vertex paint;
- delete Group in Vertex groups, transfer weights from it; - duplicate twice, give different cuts
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Post by candydoesstuff on Aug 27, 2023 12:21:38 GMT -5
Did what you said, but now the mesh will not show up in S4S, I've checked and each mesh is set to geom and the cut numbers seem to be correct, could be wrong though, again sorry for all the trouble. link
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Post by mauvemorn on Aug 27, 2023 13:50:15 GMT -5
The meshgroups must not be hidden to be imported. You deleted the wrong map here. The mesh is not rigged or vertex painted, there is no point in importing it, it will fly in-game - delete uv_0 with - button; - Rename uv_1 to uv_0; - create a new uv map and name it uv_1; Please do exactly as explained, from the very beginning
- clone yfHair_BraidFishtail, export the blend, open; - delete hat chops, rename the remaining one to Reference;
- import this obj into the scene, not anything else; - select the reference, shift-select the hair, switch to Weight paint, Transfer weights with Nearest face interpolated and By Name. Then use Clean tool with All groups and Limit total with 4;
- select the hair, rename its uv map to uv_0, create a new one, name it uv_1; - add Data transfer, choose Reference as Source object, set the rest like in the second frame, click Copy, then Apply. Modify the copied version to look like the second frame, apply; - duplicate the mesh twice, assign cuts, make sure everything is visible, save, import
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Post by candydoesstuff on Aug 27, 2023 15:46:20 GMT -5
Thank you so much! The hair's finally showing up and working as intended, I can't thank you enough, I just have one more question and that is how to combat the mesh of the braid still showing up in s4s. I've tried both deleting the reference and making sure the mesh is not visible in blender before I export, however it still appears, what do I need to change or delete to get rid of the og mesh? link
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Post by mauvemorn on Aug 27, 2023 15:56:49 GMT -5
This happened because one of the original meshgroups were not replaced. In your blend there should be three copies of your hair, they should have different cut numbers (0000,0001, 0002), and the reference should be deleted. All of them should be visible and selectable
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