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Post by yumechan on Jan 20, 2020 5:59:04 GMT -5
Hello there! So around a few weeks ago I created my first hair mesh. I've created it in VRoid Studio and imported it into blender. No issues there, everything was working great. When I tested it ingame, I noticed that the hair isn't perfectly moving with the head. It's hard to explain, it follows the head, but it just doesn't sit perfectly right on it. Here some screenshots: {Spoiler} I've been fiddling with this for really long now, looked up so many tutorials and tried to find the issue, but I'm honestly out of options now. I don't know what else to do but to ask here. I've attached the files (blender file and package file) so if you could look into it and tell me what I've been doing wrong, I'd be incredibly thankful! The files: mega.nz/#!XmBRiARK!acfvDoNcYroW72_FBvR-u38T69fLQCz3okNQaFI7Elo
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Post by menaceman44 on Jan 20, 2020 7:11:44 GMT -5
Just taking a look at your blend file you seem to have somehow assigned the hair mesh 100% to the b_R_Thigh_ bone as well as the head and spine! That's probably what's causing the issue. The scalp of the hairstyle should also be 100% assigned to the head bone. You currently have it blend between the head and the spine like the rest of the hair meaning it might pull from the Sim's head when they look around or turn their head.
You will probably want to increase the size of your UV mapping as well. With how tiny the UV islands are currently it will cause a lot of texture pixellation in the game when it has to scale the texture up.
Also don't forget to create the hat chops if you want your hair to be hat compatible. At the moment your Sim will become bald if you place a hat on them.
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Post by yumechan on Jan 20, 2020 12:01:42 GMT -5
Just taking a look at your blend file you seem to have somehow assigned the hair mesh 100% to the b_R_Thigh_ bone as well as the head and spine! That's probably what's causing the issue. The scalp of the hairstyle should also be 100% assigned to the head bone. You currently have it blend between the head and the spine like the rest of the hair meaning it might pull from the Sim's head when they look around or turn their head. You will probably want to increase the size of your UV mapping as well. With how tiny the UV islands are currently it will cause a lot of texture pixellation in the game when it has to scale the texture up. Also don't forget to create the hat chops if you want your hair to be hat compatible. At the moment your Sim will become bald if you place a hat on them. Oh what, really?? Wow, yeah that would make a lot of sense... :-/ I have no idea how I managed to do that, since I don't even know how to assign mesh to bones. How would I assign the hair back to the head bone then? I'll be sure to take care of the other things, thank you!
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Post by menaceman44 on Jan 21, 2020 8:45:24 GMT -5
Okay. I am no hair expert and I make objects more than I make CAS things but I'll give a shot at explaining what I think you need to do. Go to the Object Data tab and you should see a list of all the bones assigned to your mesh. Click on each one and press the Minus symbol to remove it from the list until the list is blank. Now along the bottom of the blender window where it says Object Mode, change it to Weight Paint and change the little button next to it to Solid. You should see your hair mesh change to show colours from blue to red. Red means it will react with the selected bone. Blue means it won't. Now you should be set up to follow this short tutorial> sims4studio.com/thread/9612/mini-tutorial-easy-weight-assigmentThat should hopefully give your mesh the correct weights so that it sticks to the head. You could then select the b_Head_ bone again and zoom into your mesh so that you can see the scalp. This would be better if it were 100% red so you can paint that on manually if you like. I hope this helps.
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Post by yumechan on Jan 23, 2020 1:03:47 GMT -5
Okay. I am no hair expert and I make objects more than I make CAS things but I'll give a shot at explaining what I think you need to do. Go to the Object Data tab and you should see a list of all the bones assigned to your mesh. Click on each one and press the Minus symbol to remove it from the list until the list is blank. Now along the bottom of the blender window where it says Object Mode, change it to Weight Paint and change the little button next to it to Solid. You should see your hair mesh change to show colours from blue to red. Red means it will react with the selected bone. Blue means it won't. Now you should be set up to follow this short tutorial> sims4studio.com/thread/9612/mini-tutorial-easy-weight-assigmentThat should hopefully give your mesh the correct weights so that it sticks to the head. You could then select the b_Head_ bone again and zoom into your mesh so that you can see the scalp. This would be better if it were 100% red so you can paint that on manually if you like. I hope this helps. It did! Thank you so much, the hair is following the head normally now! Really, I'm very grateful, I've been working on this for too long now and you gave me the final solution. Thank you for all the trouble you've endured and have a nice day! :D
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