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Post by junipania on Feb 27, 2017 18:30:42 GMT -5
Hi, I have the same problem again and again. I want to create a new accesory and don't know, where i am supposed to put it in the uv1 map. For eample a septum ring. I put the unwrapped thing in the earring area, but now the ring is flying. I'm putting the it somewhere else on the map, and the ring is still flying, but somwhere else. I could find the right position with experimenting, but I wanted to ask, if there is maybe an exaxt point, where to map it.
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Post by Feyona on Feb 27, 2017 19:39:22 GMT -5
junipania, it's flying because it's assigned to an incorrect bone. Uv_1 map is the second map, it's responcible for the way custom item will work with sliders. Uv_0 is the main uv map. When you unwrap the mesh, you need to adjust a position on uv_0. Take a look at this map, you can place uv map of your ring somewhere on a purple square, betweeg green square (index left ring) and yellow (bicep R).
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Post by junipania on Feb 28, 2017 0:57:34 GMT -5
Ah thank you. : ) But where do I have to place it on the uv-1 map ? Is there a special place too?
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Post by MisterS on Feb 28, 2017 2:05:21 GMT -5
If you look here sims4studio.com/thread/62/fix-uv-map-templateThe light pink colored part that is the space for the earrings, next to it and below are black bits, you need to put the uv map there for the nose ring or it will change color with earrings
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Post by junipania on Feb 28, 2017 3:21:39 GMT -5
So. I did Assign it to different joints: nosearea, nosetip and head. But it's no on the right position. I die relocate it on the uv_0 map. And I don't know whit: It's not working with any sliders in the face. Just with the neckslider an the body fat and strength sliders.
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Post by inabadromance on Feb 28, 2017 13:13:02 GMT -5
hi! Please share the .blend file and .package. There's no really need of uv_1 for head pieces, since those morph with the head. But be sure to follow eliavah's tutorial if you want to create it properly. Follow the steps that the video at the end of the post explains you. Everything is done automatically and you don't have to place anything manually. The uv_0 controls only where the texture is placed, it doesn't have anything to do with how the item is placed on the head or how it moves. If you're manually doing the bones, then you should only be using one group. Either one of those you mention, but not all.
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Post by junipania on Feb 28, 2017 18:04:13 GMT -5
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Post by Feyona on Feb 28, 2017 22:32:18 GMT -5
Try a workaround method. first of all, create new package and clone earrings instead of necklace. Delete the second group from your mesh (the cube inside a neck), in your mesh change cut number to 0000. Delete ALL bones from septum ring mesh (click on vertex groups, click the bone and press "-" on the panel in Blender). Do new weight transfer from the head that's in the rig (click on the arrow next to the head, clone the mesh (you will get head_001) press ALT+P and choose clear parent). When you do weight transfer you will see a long list of bones, it's much longer than in your package. I did a rough weight transfer and it worked. You will definitely have to adjust weights, I think you can assign everything to one bone (cas nose area). Don't forget to delete that head group from file. 
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Post by junipania on Mar 1, 2017 1:15:10 GMT -5
Thank you very much for helping. : 3
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Post by Feyona on Mar 1, 2017 1:23:36 GMT -5
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