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Post by ognewbie on Jan 21, 2024 16:20:24 GMT -5
Hi! I need some advice concerning a hair conversion from TS3 to TS4. I´ve been following Catnipsims´tutorial (https://sims4studio.com/thread/20143/convert-hair-sims-3-4), and this one: (1:40:00 onwards). I thought I did an OK job, but selecting the hair in CAS proved me wrong. The ponytail sticks to the Sim, but most of it hovers in the air like this. I´m guessing it´s because I messed up the weights (I did a complete weight transfer) or the UV maps. Possibly both. I´d like to fix it, but I don´t know how. Could someone help me out? Here´s a link to both the package and the blend file: GD_package_blend
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Post by mauvemorn on Jan 21, 2024 16:34:16 GMT -5
Hi. The mesh is assigned to the bone that should not be there at all ( b__HeadNew__ ). It is also randomly affected by facial bones and moves with them. It should not be affected by clavicle bones at all Unrelated to the problem, but the mesh has 3 uv maps, only one of which is correct. The second one that is responsible for morphing is empty. Also the hair is meant to be vertex painted with multiple colors, so it would be best to transfer it as well You need to delete hat chops, all vertex groups from the list, two last maps, append a better reference, then transfer weights, uv_1 and vertex paint from it as shown here. It is the same process in old versions of blender, except for Clean and Limit total are here
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Post by ognewbie on Jan 22, 2024 3:51:58 GMT -5
Thanks so much! I´ll give it a shot.
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Post by ognewbie on Jan 22, 2024 17:19:52 GMT -5
Hi again. I´ve followed the tutorial (multiple times), and the hair now moves with the head in the game, so that´s great! The ponytail does not, however. The weights have transferred (red = b_Head_; blue = b_Spine2_, but not the weight gradient. I´ve tried adding the weights manually, following this tutorial, but the hair gets kind of wonky when the head is tilted, so transferring the weights is the best idea after all. Do you know what the problem might be, did I choose a wrong reference again? I´ve updated the files ( same Link as before), and left the reference I used for the data transfer. I´d be amazing if you could take a look at the blend.file again.
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Post by mauvemorn on Jan 22, 2024 17:51:53 GMT -5
The whole hair is assigned to the head bone while the spine bone affects nothing. Did you transfer them with Data transfer or in Weight paint? This is the result you'd get with the latter since it transfer Active group by default instead of all. Either that or nothing transferred because the reference was hidden/unselectable Also, the hair got vertex paint from the hairline, so it will morph with face sliders. - unhide the reference and make it selectable, delete the skin colored hairline in Edit mode; - select your hair, add data transfer, set up like this, apply
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Post by ognewbie on Jan 23, 2024 15:20:08 GMT -5
I transferred it with the Data Transfer modifier, as the tutorial suggested. I´m sure that the reference was visible and selectable when I applied the modifier too. I´ve now deleted the reference´s skin/hairline vertices, and did the Data Transfer exactly as it´s shown in the picture (I uploaded the screenshots), but the result is still the same. Sorry if it´s too much trouble. Do you have any other suggestions? The hair sticks to the head at least, so I could technically live with it as it is.
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Post by mauvemorn on Jan 23, 2024 16:04:50 GMT -5
Check if you missed any, bold text for possible culprits. If you didnt, what version of blender are you using?
- make sure the reference is visible and selectable; - select your hair; - add data transfer; - choose Reference as Source object; - enable Vertex data; - enable Vertex group(s); - choose Nearest face interpolated; - enable Face corner data; - choose Nearest face interpolated; - enable Vcol; - Generate data layers; - apply
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Post by ognewbie on Jan 23, 2024 16:45:53 GMT -5
I haven´t missed a single step (I´ve triple checked), but the weights don´t change. I´m using Blender v2.76.
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Post by mauvemorn on Jan 23, 2024 17:25:37 GMT -5
Try blender 2.79, don’t forget to change the path in s4s settings
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