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Post by krystalite on Sept 26, 2024 7:10:10 GMT -5
so i've been trying to edit an existing hair cc (for personal use) and basically what i'm trying to do is add an additional part to the hair, like curtain bangs (?) and the edited mesh looks totally fine in blender and s4s. however, in cas and gameplay, it looks weird. the part i added looks just fine but the back of the hair kind of disappears. i'm attaching pictures bcs it's hard to explain in words. the third picture is what the back of the hair looks like in the original mesh, and the first two pictures are what my edited version looks like.
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Post by mauvemorn on Sept 26, 2024 7:15:41 GMT -5
Hi. Frankenmeshing is not as simple as it seems, especially when it comes to alpha hair. We would need to see the blend file to know for certain, but you may have disrupted the order in which strands are layered. sims4studio.com/post/194346/thread
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Post by krystalite on Sept 26, 2024 7:43:43 GMT -5
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Post by mauvemorn on Sept 26, 2024 8:43:51 GMT -5
yes, its that issue
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Post by krystalite on Sept 26, 2024 9:33:21 GMT -5
okay so i read the posts on that thread and everything seems a bit too complicated. can you kindly explain to me in simple terms what exactly i'm supposed to change? i only worked with the front part of the mesh, and didn't even touch the back part. so why is that part messed up, when that part of the mesh is the same as it was in the original version?
sorry if i'm being too bothersome, but i'd really appreciate it if you could tell me what exactly i'm supposed to do to fix the mesh.
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Post by mauvemorn on Sept 26, 2024 10:45:34 GMT -5
After you added more pics, I checked the file in-game and its a different issue. Something happens upon export that most of the hair becomes assigned to the breast bone, so it changes the size with the breasts. - Select s4studio_mesh_2, with - button, delete all vertex groups but b__Head__ and b__CAS_R_Breast__; - double-click on b__CAS_R_Breast__ and paste b__Spine2__ instead; - Tools - Weights - Normalize all, with Lock Active disabled Also, there a problem of flipped normals, which happens when you mirror mesh. If you were to disable Backface culling, you'd see that most strands are blue-gray (inverted). Disable limit selection to visible, press B to select a portion of them, Ctrl L to select all of them, then Mesh - Normals - Flip;
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