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Post by taralen on Jun 21, 2020 3:06:28 GMT -5
I'm trying to make my first custom Frankenstein'd hair, but when I import my mesh into Sims4 Studio, it doesn't override the original EA mesh but rather seems to combine them for some unknown reason. Here is how the item looks like in Blender: Sims 4 Studio: Why is it doing this? I watched other people do the same thing and their mesh just overrides the original. Mine gets fused with the original. I even tried other haircuts and it did the same thing. What's going on? :/
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Post by taralen on Jun 21, 2020 5:41:03 GMT -5
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Post by simmerish20 on Jun 21, 2020 6:12:09 GMT -5
That piece of hair in the front could be due to stray assigned. from the bit meant to be tucked under the ear.
Just so you're aware, the "blend1" file is the backup of the old blend file after you've saved over a blend file (changing it to "blend" makes it into a blend file). So it could be you've uploaded an old version.
And for some reason there are about 10 rigs in that file. TO FIX: Go to the wrench icon, change each group from whichever rig they're at ("Rig.009" or whatever) to "Rig", then delete all the other rigs. If that's not a problem in the Blend file you had, ignore this.
There are also some smoothing issues you may want to sort out (but not by increasing the polycount). Instead, do a bit of fixing with normals.
It also appears it's a get-together hair you've used (which I don't have), so I'm guessing that's why I get errors and an invisible hair (the mesh says 0/0 vertices/faces), but that's probably just on my end. I tried importing it into a basegame file, just to see if it would work. S4S is having lagging issues when importing the mesh - we're talking over 10 minutes of "importing mesh" for something that usually takes less than 10 seconds, so I took a look at the polycount. 62.000 polys is quite a lot for the main hair (about 200.000 if including the hat-versions), and even half that would be a bit much, so you may want to consider reducing a bit. Not sure if you get the same lagging issues, though.
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Post by mauvemorn on Jun 21, 2020 7:24:50 GMT -5
Hi. Hairstyle blend files have 3 meshgroups: the base shape ( 0002) and 2 hat chops ( 0000 and 0001). Cut number is what being used to determine which 3d models in the blend will be imported and in what order. You are probably importing a file that only has one meshgroup, so only one of them is being replaced while the rest stay.
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Post by taralen on Jun 21, 2020 19:47:57 GMT -5
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Post by simmerish20 on Jun 22, 2020 8:09:24 GMT -5
There's still five rigs in that Blender file, and the "s4studio_mesh_1" group is tied to the "Rig.004" rig and not the "rig". You need to fix that.
s4studio_mesh_1 --> Wrench icon --> Object: (dropdown list, click on "rig") and you're done. Check the rest of the groups, and delete the rest of the rigs, keep the main "rig" and delete the ones with numbers.
This does seem to take care of the problem with the mesh part that's lagging behind. Make sure your mesh only has one rig and that all items are only linked to this one rig, or you will find you're having troubles with items not figuring out where they belong (if they can't find their rigs, they boot themselves out of there, and S4S instead substitute them with the original pieces from the original mesh).
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You've also put the texture for the extra hair in the accessory area (right side), so expect some trouble there if you assign any accessories to your sim (either hairy accessories, or not so pretty accessorized hair, depending on which of them is layered over the other).
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Post by mauvemorn on Jun 22, 2020 11:25:25 GMT -5
And no meshgroup has uv_1 map, the hair will not morph properly
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