Post by Renorasims on Jun 7, 2017 9:55:12 GMT -5
Hi Everyone,
Okay this might be a bit of a complicated sims 4 meshing/blender question so apologies in advance. As i'm exploring the fields of converting children's hairstyles to adult and vice versa I noticed that all tuts out there use manual moving, scaling, etc. This made no sense to me; we have a object in an 3D environment that has it's own values on x/y/z axes on location, scale, rotation, etc.
With that in mind I took a look at an adult female hair (that looks similar to a child's hair i'm trying to convert) to see if i could find the exact location, scale, etc.
Theoretically with the add-on of Blender (copy attributes menu) this would be really easy, unfortunately it looks like all values of the mesh has been set to a zero point (reset object transformations). This is also the case with children hair meshes and i figure with all other blender meshes we export from S4S. Only values that haven't been cleared are dimensions but when entering these into the children hair mesh it gets twice as big as the adult female head.
Manually I come pretty close (I think ) after hours of moving, scaling but still end up with seams in the neck area and hat chops that differentiate in height from each other (they overlap in texture so it doesn't look good).
It just seems so unlogical to me to do it this way... Aren't scale, location always set on the same values for every age and gender? Or does this differentiate per hairstyle? Which wouldn't surprise me at all, that would be completely in EA's 'style'
I've already looked around at blender.stackexchange (see link for asked question) to see if this can be 'undone' or if there is a other way to retrieve these values but all i can find is that this get's used a lot when creators are done modeling and finishing there project the set all values to zero.
My answer has been partially answered there without the expected result; location can be set by shift-cntrl-alt-c --> Origin to Geometry unfortunately the mesh then floats high above the head when doing so. Which suggests to me that the answer probably won't come from the Blender forum, since it now because to TS4 related.
Hopefully someone here knows more about this to make this process A LOT more logical and painless!
Okay this might be a bit of a complicated sims 4 meshing/blender question so apologies in advance. As i'm exploring the fields of converting children's hairstyles to adult and vice versa I noticed that all tuts out there use manual moving, scaling, etc. This made no sense to me; we have a object in an 3D environment that has it's own values on x/y/z axes on location, scale, rotation, etc.
With that in mind I took a look at an adult female hair (that looks similar to a child's hair i'm trying to convert) to see if i could find the exact location, scale, etc.
Theoretically with the add-on of Blender (copy attributes menu) this would be really easy, unfortunately it looks like all values of the mesh has been set to a zero point (reset object transformations). This is also the case with children hair meshes and i figure with all other blender meshes we export from S4S. Only values that haven't been cleared are dimensions but when entering these into the children hair mesh it gets twice as big as the adult female head.
Manually I come pretty close (I think ) after hours of moving, scaling but still end up with seams in the neck area and hat chops that differentiate in height from each other (they overlap in texture so it doesn't look good).
It just seems so unlogical to me to do it this way... Aren't scale, location always set on the same values for every age and gender? Or does this differentiate per hairstyle? Which wouldn't surprise me at all, that would be completely in EA's 'style'
I've already looked around at blender.stackexchange (see link for asked question) to see if this can be 'undone' or if there is a other way to retrieve these values but all i can find is that this get's used a lot when creators are done modeling and finishing there project the set all values to zero.
My answer has been partially answered there without the expected result; location can be set by shift-cntrl-alt-c --> Origin to Geometry unfortunately the mesh then floats high above the head when doing so. Which suggests to me that the answer probably won't come from the Blender forum, since it now because to TS4 related.
Hopefully someone here knows more about this to make this process A LOT more logical and painless!