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Post by gimmeyourpoison on Aug 11, 2024 3:08:14 GMT -5
Hello everyone, I hope I'm not bothering you with the question I want to ask, but I'm desperate. I have been creating CC for a long time and this has never happened to me before. I made a hairstyle with braids and then I made another version that has curls on the bottom. In the first version, only with braids, there is no problem. In the second one, when I grow the sim's chest or shoulders, the curls underneath get deformed. I've tried all kinds of combinations of weights, besides the original one, the one with the hair without the curls, but extending it down. I've tried uv_1 and it's still horrible. I even tried with just the head weight and it was still deforming at the bottom. I'm going to attach some gifs and images to see if anyone can help me find the problem. Thank you very much in advance.
***I'm trying to add gifs and images but I can't, is there any problem?***
I'll share the links:
And here you can see the same with V2
Please note that I also transfered all the weights from V1 to V2 and that didn't work either. This images might seem a bit confusing but I tried everything...
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Post by mauvemorn on Aug 11, 2024 4:05:38 GMT -5
Hi. Separate curls and transfer uv_1 from braids to curls, then join back. If wont work, share a blend file
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Post by gimmeyourpoison on Aug 11, 2024 4:52:03 GMT -5
Hi. Separate curls and transfer uv_1 from braids to curls, then join back. If wont work, share a blend file Hi! I'm not using uv_1 on V1, I tried it before and it still looked really weird on the ends. I'll share both .blend archives and I hope someone can help. Thank you so much This is V1This is V2
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Post by mauvemorn on Aug 11, 2024 5:43:35 GMT -5
The hair must morph with at least the head area it covers, otherwise it will clip into the head during customization. You must always make uv_1 and vertex paint it. When you dont vertex paint the mesh yourself, s4s does it for you. Since there is no uv_1, it does not morph as intended. Also, unrelated, but do not join the hair with the head - find a maxis hair that behaves the way you want your to. Since you dont want it to morph with breasts, choose the one that does not quite reach them. yfHair_LongStraight should work. So clone it, export the blend, open; - click at the top of the head to select the main meshgroup, rename it to Reference, delete other hat chops; - select Reference, switch to edit mode, select everything with A, Mesh - Vertices - Remove doubles, set Merge distance to 0.0001; - File - Append - trenzasconrizo.blend - Object - s4studio_mesh_2, append; - delete rig.001 and bone_bone_shape.001; - select the appended hair and rename it. Delete all vertex groups and vertex colors - after that, add data transfer and transfer all data from the reference For the future, do not use decimate on lod0, it rips uvs and textures become distorted. You can adjust the resolution of curves in their properties.
If you do not want to make hat chops, you do not need to. Just filter the catalog by Hair and 1 meshgroup, choose one, change the cut to 0, import there. It can be a pack item, if you replace all resources, it will be standalone. If you choose a buzzcut, make sure to change fashion choice flags, otherwise it will not appear in the catalog.
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Post by gimmeyourpoison on Aug 11, 2024 5:49:02 GMT -5
Thank tou so much for such detailed instructions😍 I don't usually use uv_1 when the hair is too long because it usually looks really bad. I'll do it as you say and update this post asap!!
Thank you so much again
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