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Post by c2oh25n3o on Jul 14, 2024 21:52:44 GMT -5
Hi again! So I've created a frankenmesh of a hair, transferred all the weights, colors and UVs from body. Everything seems to look good in Blender, but in game hair morphs when it shouldn't and doesn't morph where I wanted it to. Specifically: ~ For some reason the front part (right bangs) morphs when I change the width of the nose and eye size (actually with eyes the whole hair morphs a little bit). I have NO idea why it does that and I can't find the connection between those parts in Blender ~ There is a strand next to right breast bone that is supposed to morph when breast size/position is altered, but it doesn't. I just DON'T understand what I am doing wrong. Would be so thankful if anyone could help! Here is a link to Blender/.package files - simfileshare.net/folder/222779/
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Post by mauvemorn on Jul 15, 2024 3:25:23 GMT -5
Hi. - clone yfHair_LongWavy, export the blend; - append all three meshgroup in the scene, delete hat chops, rename to reference; - remove doubles;- delete all vertex groups; - transfer everything again like this; - if wont work, move the hair further away from the body as maxis does it
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Post by c2oh25n3o on Jul 15, 2024 4:33:08 GMT -5
So I should transfer all these things from the initial hairstyle in this case, not the body? And does it apply to the heafscarf as well or just the hair part? UPD: Just tried doing what you wrote - it has partially fixed the issue, so nose/eyes almost don't affect the mesh now, but I got some new areas with weird tears. Also didn't help with the breast area movement :( Maybe I'm doing something wrong Uploaded screenshots and new blender file to Drive
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Post by mauvemorn on Jul 15, 2024 6:20:20 GMT -5
The body is rigged differently and has different vertex paint. You transfer everything from the hair that covers the same areas of the body, then, if needed, you tweak weights. There is no difference in hair or hair accessory in this case, they behave the same. Vertex paint looks different from that of the reference, so either it did not transfer or was edited afterward. Uvs in uv_1 are torn and look worse than they should be. Make sure you remove doubles on the reference as explained in the second section and choose Nearest face interpolated instead of the default option. Download the blend in your first post and re-do everything carefully, starting from the second section. Since your mesh has no hairline, you can delete all those vertex groups from the facial area, leaving only the spine, head and right breast bone. After that, in Edit mode select everything and Mesh - Weights - Normalize all with Lock active disabled. ![](http://i.imgur.com/1APwXc1.jpeg) Dont do anything beyond that. Make sure to create new false hat chops or use a one-meshgroup buzzcut.
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Post by c2oh25n3o on Jul 15, 2024 8:20:38 GMT -5
Did it again exactly as described and the same exact result :( Maybe the mesh itself is bad? There are no doubles, but I've removed/altered parts of the original one, so it's not the same as the reference already. Maybe I should make some adjustments to it? I don't even know 😅
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Post by mauvemorn on Jul 15, 2024 16:22:24 GMT -5
I get different results. Restart the package to make sure the blend is being updated and youre seeing the right package. If it does, pay close attention to steps marked with *
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Post by c2oh25n3o on Jul 15, 2024 22:04:52 GMT -5
Gosh, I'm stupid. I imported the wrong hairmesh as the reference - the long wavy I used initially for my hair as a base. Now I used the right one you mentioned, also made a new package with 1 mesh group and everything is now perfect. Thank you so much!! But I would like to ask - why did it work with yfHair_LongWavy and didn't work with yfHair_GP11Wavy (the one I made my hair from)? They look kinda similar. How to choose the exact hair that will be suitable for data transfer?
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Post by mauvemorn on Jul 16, 2024 4:43:03 GMT -5
There is no difference in this sense, so it must have been something else
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Post by c2oh25n3o on Jul 16, 2024 23:35:45 GMT -5
Hm, it's a mystery then. Actually the only 2 things I did differently is I removed doubles of a (new) reference hair this time too, and also created a new package (with 1 mesh group) as I mentioned. But everything else was 100% exactly the same. I also transferred data from the same reference for 5 more hairstyles and they all work perfectly fine too. But I'm glad the issue is solved somehow 😅
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Post by mauvemorn on Jul 17, 2024 2:18:56 GMT -5
Hmm, were you replacing hat chops after transferring? For example, you could have been doing it to a meshgroup with cut 0000 while seeing the one with 0002 in-game
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Post by c2oh25n3o on Jul 19, 2024 9:07:53 GMT -5
Yes, I always replaced all three chops and checked the cut numbers! There could probably be some mistakes I've made and didn't realize it, though I'm almost sure there weren't, anyway it's hard to tell now haha Maybe if I have time I'll try looking into it again to see what exactly was causing the problem
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