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Post by marubi on Aug 9, 2024 18:23:24 GMT -5
hello, I'm new here, and trying my best to figure things out. My idea seems pretty specific, as I'm having trouble finding relevant tutorials. I've seen this video and see others who have their own furry heads put in the game, complete with moving eyes, blinking, and opening/closing mouth.
If I create my own head model in Blender, what steps do I need to follow to ensure that the mesh will animate like a Sim's face? Are there any video/forum/site tutorials on this topic? Also, is it possible to commission someone to help or create this for me if all else fails? there a forum place for that? xD But honest I wanna learn first please and thank you
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Post by mauvemorn on Aug 10, 2024 3:50:31 GMT -5
Hi. The best way of doing it depends on how complex your mesh is. If it is as simple as the one in the video, you just assign different parts to corresponding bones If it is more complex, then i think the best way is: - clone a head, export, open, rename to Reference, delete the mouth cavity; - import or append your custom head; - select the reference and symmetrize it; - using proportional editing, try to ( roughly )mold the maxis head to the custom one ( so that lids match lids, nose matches nose, etc); - try transferring weights, uv_1 and vertex paint from the reference to the custom one and checking how it works in-game; - if unhappy, you can add Shrinkwrap to the reference, project it on the surface of the custom head, then use sculpting tools to move things around. After that, retransfer data.
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Post by marubi on Aug 11, 2024 10:05:35 GMT -5
oh my thank you! I got somewhere to start! means a lot.
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