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Post by simit on Jun 12, 2016 18:57:23 GMT -5
I'm new to making hair meshes in blender and I basically used a part of another creators hair mesh and made a curly hairstyle. So when I try to import it into s4s it doesn't show up. I don't get a error message or anything, the mesh just isn't there for some reason. What do I do to make the mesh appear in s4s?
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Post by inabadromance on Jun 12, 2016 19:31:56 GMT -5
hi! have you changed the cut numbers explained through steps 9 to 11 in this tutorial? (it's an accessory, but applies for hairs.. i just couldn't find any specific to hairs since the process is the same). Since hairs are composed by 3 groups (1 base and 2 cut for hats) you have to do each group for your hair and replace the cuts from each new ones with their correspondent match.
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Post by simit on Jun 12, 2016 19:47:50 GMT -5
I did not do that but I will! But how am I suppose to know what cut number to use for the new mesh?? Also I don't know if this matters but to make the the hair I basically started out with one curl and copied it over and over and over again till I was satisfied with how it looked. There are basically at least a hundred curls that make up the hair. I know that it will be very high poly.
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Post by simit on Jun 12, 2016 22:22:29 GMT -5
So I put all the cuts at 0000 but still nothing showed up in studio
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Post by orangemittens on Jun 13, 2016 6:37:18 GMT -5
If the hair you're replacing has more than a single mesh group then the hair you replace it with needs to have more than a single mesh group. Each of the original hair mesh groups will have a different cut number. Your replacement mesh groups need to have the same cut numbers. Studio uses the cut number to decide which of your meshes to use when replacing the EA meshes. If all of yours have the same cut number Studio will replace only the EA mesh that has that cut number and it will do so each time it sees that cut number. This means it will replace the cut 0000 mesh group with your first mesh, move on to import your second mesh, see the cut 0000 again, replace the cut 0000 (that is now your first mesh group) with the second mesh that has that number, move on to import your third mesh group (which is now your second mesh group) and replace it with your third mesh. It will find no mesh groups with cut 0001 or 0002 and so it will not replace those mesh groups at all and they will remain the EA original meshes. Please see the tutorial that inabadromance linked for an illustrated example of how to do this.
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Post by simit on Jun 13, 2016 10:42:44 GMT -5
Well is there any way to connect/merge meshes together to make it like one solid mesh? Here is a link to the picture of the little side panel (https://66.media.tumblr.com/3ab3563e03f889f59a88fccd43e57e6b/tumblr_o8pvg1C7Xm1umidg0o1_1280.jpg) I have like mesh 1, mesh 2, mesh 2.001 and that goes on for a while because I copy mesh 2 over and over and put it all over the head then it gets to mesh 3. In this screen I've deleted some of the curls cause I thought maybe that will help but it didn't XD. So how would i group or merge some of the meshes together so that there are less individual meshes?
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Post by orangemittens on Jun 13, 2016 12:13:58 GMT -5
Select one mesh, hold down the shift key and select the mesh you want to merge with the first, click the Ctrl key and the j key to merge them. This will add the mesh you selected second to the mesh group that you selected first.
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Post by simit on Jun 13, 2016 13:42:21 GMT -5
Thank you inabadromance and orangemittens! It imported into studio and looks great! Now last question! Is there anything else I need to do to make sure it shows up properly in the game?
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Post by orangemittens on Jun 13, 2016 16:46:37 GMT -5
It will need to be weighted correctly and it will need vertex paint. If it's short hair you can probably get away with deleting the second UV (make a back up first in case this doesn't have the desired result) but if the hair goes below about chin-shoulder length it will need a correctly made second UV map.
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Post by simit on Jun 14, 2016 17:49:28 GMT -5
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Post by GeometricSims on Jun 15, 2016 12:38:49 GMT -5
Hi simit, I'm just going to look at the file for you now c:
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Post by simit on Jun 15, 2016 15:27:20 GMT -5
Thank you
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Post by orangemittens on Jun 15, 2016 20:22:53 GMT -5
If the Sim is bald the most likely issue is that the hair is underweighted. How did you go about assigning weight to the mesh's vertices?
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