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Post by jadeuuhhh on Aug 27, 2024 17:36:13 GMT -5
So i tried to convert a hair from Lin Dian (a bubble braid) for toddler and found it too long so i tried breaking it appart, kept the beginning and the end. Everyting looked good in Blender and sims studio but then in game the tip is separated from everything else. I then tried to merge the vertice of the braid and the tip together but it still seperates in game... Please help !
(I tried including the blender files but i can't find how...)
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Post by mauvemorn on Aug 28, 2024 4:02:53 GMT -5
Hi. Upload the blend file on mediafire.com and share a link with us please
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Post by jadeuuhhh on Aug 28, 2024 15:34:23 GMT -5
First version without merging the vertice of the tip and the braid : linkVersion where I tried merging the vertice together : link
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Post by mauvemorn on Aug 30, 2024 3:22:19 GMT -5
Sorry for the wait, forgot to reply. How the mesh moves and morphs depends on its shape. When you reshape it, you need to re-do all data responsible for these processes. - open version HELP blend; - delete two hat chops; - select the remaining meshgroup, in edit mode select everything with A and Mesh - Vertices - Remove doubles, change Merge distance to 0.0001; - do your graphics card a favor and reduce the polycout of banks and flyaways. First, disable Limit selection to visible, then press C and select roughly what you see below. Press Esc to quit this selection tool and Ctrl L to select the rest of these strands, choose UVs. Ctrl I to invert selection. Mesh - Faces - Tris to quads with Compare uvs enabled. Mesh - Edges - Unsubdivide; - delete all vertex groups beside b__Head__, select everything in 3d view, click Assign; - delete Color.001 and Color.002 with - button; - expand the rig and make head selectable;
- select the hair, add data transfer modifier, choose Head as Source object, enable Face corner data, enable UVs and choose uv_1, then Nearest face interpolated, apply; - do the same thing with Vcol and Color, apply; - make duplicates of this meshgroup, change cuts, re-import
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Post by jadeuuhhh on Aug 30, 2024 10:28:21 GMT -5
I did what you said but the tip of the hair is now following the movement of the hand instead of the head, the rest of the hair/braid does not... I'm loosing hope I didn't think modifying a hairstyle would be so hard New version : link
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Post by mauvemorn on Aug 30, 2024 10:32:28 GMT -5
Vertex paint didnt transfer. Uv_1 needs to be transferred with Nearest face interpolated. When you duplicate meshgroups to create hat chops, you need to change cut numbers, otherwise the old ones will not be overwritten. The cuts are 0, 1, 2, not 0000, 0001, 0002
- select the hair, add data transfer modifier, choose Head as Source object, enable Face corner data, enable UVs and choose uv_1, then Nearest face interpolated, apply; - do the same thing with Vcol and Color, apply; - make duplicates of this meshgroup, change cuts, re-import
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Post by jadeuuhhh on Aug 30, 2024 17:55:27 GMT -5
So i am in 2 situation, when i import on the files where The old version of the hair is, nothing about the hair changes, even when changing hat chops number. And when I upload on a new files as if I am doing a new hair, the polygons of the hair who was at 45863 went to 1800 and the hair looks weird it sims 4 studio and in the game just look like the texture of the hair on bald hair... I really don't know what I am doing wrong...
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Post by mauvemorn on Aug 31, 2024 1:27:18 GMT -5
Share a blend file that you cannot import in s4s properly please Also, tell me what version(s) of blender do you have
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Post by jadeuuhhh on Aug 31, 2024 9:03:35 GMT -5
I have blender version 2.79b here is the file : link
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Post by mauvemorn on Aug 31, 2024 10:27:37 GMT -5
The one that has a cut number 3 is not being imported because it should be 2 instead.
Your uv_1 and vertex paint still look incorrect, though
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Post by jadeuuhhh on Sept 1, 2024 4:57:56 GMT -5
why is uv_1 and vertex incorect ?
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Post by mauvemorn on Sept 1, 2024 6:12:23 GMT -5
Because the data transfer modifier wasn’t set correctly. Make sure your reference is visible as well Vertex paint didnt transfer. Uv_1 needs to be transferred with Nearest face interpolated. - select the hair, add data transfer modifier, choose Head as Source object, enable Face corner data, enable UVs and choose uv_1, then Nearest face interpolated, apply; - do the same thing with Vcol and Color, apply; - make duplicates of this meshgroup, change cuts, re-import
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Post by jadeuuhhh on Sept 1, 2024 9:17:19 GMT -5
Omg it finally worked thank you ! and thank you for being so patient with me, I'm still a beginner. Btw the polygons where reduced from 45000 to 22000 so thank you for that too :D
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