Hi comb ! Well, here you have two ways to close that hole. First the one that annabluu told you.
First, select every vertex you want to "merge". Then press E to extrude, that will let you create a duplicate of the vertex you selected connected to the originals and without editing them. Then press Esc to leave them in the same place (just press E and Esc). This way will have a nice look but it will take so long as you have to select vertex by pairs and merge them together (preferibly select "by center"). Another option would be to erase the hair you cloned (I think you cloned that hair from the game and you're editing it) one level below, I mean to "cut" it a little more down, and merge those vertex.
As I said, there's another way to do this. It will take you 20 seconds but will have a worse (but not bad) looking.
Start the same: select vertex, press E and then Esc. Now, instead of merging them, press S and use the mouse to make them the smallest you can. Literally, make them pretty small.
Now just select those edges that remain at right and left, triangle shaped, and press F (once for each pair of edges). This should create a face between them, as seen in picture. That may be enough, but you also can press S and then X to make those vertex wider (what should make it look better). Hope this is enough to solve your problem. If it's not, don't hesitate on asking whatever you need. Good luck!
So i cloned the first hair using base game hair but then i changed to the hair from cats and dogs which the shape i cut it is not so difference and still very annoying and im still a little confused on how i can even close these shapes since they are so unique. Im not sure where i should start if maybe you can point out where?
i don’t really know how to answer your question because every method that would essentially “close” the mesh will change how the mesh looks in the end. you can try selecting every few vertices and doing alt + m on your keyboard and selecting at center.
Ok so i been playing with it and It sorta works to alt + m but these lines or edges or whatever seem to mess it up not the dots
So i pressed F and it did something but it looks a bit strange and i kept pressing if and it was just making a mess, Do i need to select things differently?
If you want an easy way, I would recommend you to scale your model like a base sim. Make it taller so that the hips and shoulders are at the same levels and also scale down the head I guess to try to match a sim's head. Do a transfer weight and then rescale your model the way you wanted it.
This should work in theory. But I never tried so I am not certain.
You have tons of empty weights on each vertex. Do "clean" step from tutorial that I linked above. There should be no more than 4 bones per vertex with total weights of all bones equal 1. When game sees more than 4 bones it doesn't understand how to read this mesh because it programmed to read up to 4 bones.
Update: Check this thread with the same issue. I posted couple screenshots to show how to check if there any empty bones and how to clean a mesh from them.
Ok so i got everything to work but i do believe some of the weights are not in the right places like the shoulders and such are in the hair of the model is there a easy way of moving them?
To get the tuning you can just clone a regular chair and see what tuning it is using in the Object Definition and extract that. Just so that I can try and help better, can you explain why you used the roomba as a base for your seating object?
I got to start over cause its a hit and miss kinda thing but putting a chair on the roomba makes the chair move which is funny but also i would just love if my sims could ride on it too like cats can
Ok, so the bear from outdoor retreat didn't have weights, but I did the ones from parenthood and all the weights are in place, but I went into the game and the arms and everything are still straight out and the legs are weird and the body is weird
There are a few issues with your mesh. 1. There is no weight assigned to your mesh. Delete all bones and do proper weight assignment. To check if you assigned proper weights go in Weight paint mode, on the right click triangle to see the bones, select any bone and see if there is any color except dark blue on your mesh. Dark blue means there is no weight assigned. See this tutorial.
2. Left hand has flipped normals. You need to select all faces, click on Tool bar, click "Shading/UV" and choose Normals -> flip direction. Here is a visual guide.
Ill try and hope i understand what your saying and i dont think the bear costume had weights, i checked it before hand but ill try that!
So I figured out the shrinking issue now I just need to know how to make the arms and legs move with the costume and from far away it seems to float in the air which isn't a big issue but there's that
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