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Post by nayobi8802 on Apr 15, 2024 2:19:06 GMT -5
I'm learning how to make meshes, because it's something I've always wanted to do But yesterday I finished my first hair, and I have no idea how to solve it I'm using Sims 4 Studio Star and Blender version 3.3.3 imgur.com/a/1dOxoEk image of the error Blender Files
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Post by mauvemorn on Apr 15, 2024 3:14:11 GMT -5
Hi. These are inverted normals. When you flip something, flip normals on the duplicated area. To join them, select the duplicated mesh first, then the original, then join. Select all of your mesh in edit mode and Mesh - Normals - flip normals Other issues:
- you need to delete a vertex group called Group and restart the package, do not import in the old one - the rigging is not correct, transfer weights from a reference; - hair is vertex painted with multiple colors, so transfer it as well; - uv_1 can be transferred as well; - when you create your first ever curve, right away switch to Edit mode and modify it there. Do not transfer anything in Object mode, sometimes s4s does not like that; - in uv_0 your uvs are outside of the uv space, so they will be projecting nothing; - hair is made of 3 meshgroups, yours has 1 and replaces only one of them, while the others stay. If you do not want to make hat chops, just clone ymHair_BuzzCutNatural; - try to not use Decimate on lod 0, it rips uvs and distorts textures, not something you want or need in this case ( 8k tris is not a big deal )
How to make an item move and morph by transferring weights, uv_1 and vertex paint
Prepare the reference ( done with hair meshes only ):
- Hair meshes are split in many places, which produces a very torn up uv_1 transfer result. It is best to remove those gaps;
- Select your reference;
- Switch to Edit mode;
- Select everything with A;
- Mesh - Merge - By distance, with Merge distance set to 0.0001.
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| Transfer weights, uv_1 and vertex paint with Data transfer. The result may not always be perfect, but it is best to solve problems as they come:
- Unhide the reference. It must be visible* ( eye icon ) and selectable* ( cursor icon );
- Select your hair;
- In Modifiers tab add Data transfer modifier;
- Choose Reference as Source object;
- Enable Vertex data and expand it;
- Enable Vertex groups*;
- In Mapping choose Nearest face interpolated;
- Enable and expand Face corner data;
- Enable Colors*;
- Shift*-click to enable UVs as well;
- In Mapping choose Nearest face interpolated;
- Expand UVs, choose uv_1 in Layer selection ( don't forget, otherwise uv_0 will be overwritten as well);
- Click on Generate data layers*;
- Apply the modifier;
- In Data tab expand UV maps. Double-click on UVmap, rename it to uv_0;
- If uv_1 appeared, it most likely transferred successfully. You can edit it further, but it is not necessary;
- Expand Color attributes. If you see color0, it transferred;
- Expand Vertex groups. If you see names of vertex groups, they most likely transferred successfully. However, there is one ( or two ) more thing(s) you need to do;
- If you're using Blender 2.76 - 2.79, 3.6.1, switch to Edit mode, select everything with A, Mesh - Weights - Clean with Subset set to All groups to fix the result of a bug that exists in these versions;
- Regardless of your version of Blender, in Edit mode, with everything still selected, do Mesh - Weights - Limit total.
* Data will not transfer if you will forget to do these steps!!! | |
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