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Post by mintybint on Sept 4, 2024 1:56:55 GMT -5
Hello, I've downloaded a hair by Doux simfileshare.net/download/3641703/ that was converted from Second Life to Sims 4, but the hair style was too long for me, so I tried to cut it as shown below: In Blender And in S4S But in game it looked like this What did I do wrong
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Post by mauvemorn on Sept 4, 2024 2:58:57 GMT -5
Hi. We would need to see the edited blend file
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Post by mintybint on Sept 7, 2024 1:03:22 GMT -5
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Post by mauvemorn on Sept 7, 2024 5:02:28 GMT -5
The link leads to the folder with packages. I need one edited blend you imported in s4s instead. Or does this happen to all files?
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Post by mintybint on Sept 8, 2024 1:05:42 GMT -5
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Post by mauvemorn on Sept 8, 2024 5:04:12 GMT -5
The mesh has no vertex paint, incorrect weights and torn uv_1, so just re-transfer this data from a maxis hair of similar shape. For hair, this process is almost the same in blender 2.7xHow 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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