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Post by kahluamilk on Nov 16, 2024 7:58:35 GMT -5
Before anyone says it: Morphmaker for some reason does not work for me and distorts all my edits.
Now, Like with the Anthro wolf head and the Bubblegum head ( ) I am trying to do a high poly head with the same technique. Weighting will go a long way but I can manage. My issue is:
The Bubble head does not morph or change into the face of the sims. The wolf head, can be edited like with a CAS head. I tried either or, but none kinda worked. What I mean is, that I can edit one slider which affects the shoulders too. That aside, I want the head to follow the facial gestures of the sim, but not also change and morph into the sim's general shape. Does anyone know how I can stop that? I don't mind being unable to resize eyes etc, but If I can't, I want the mesh to remain steady and only for the eyes, mouth and nose (for gestures) to move and be animated with facial expressions. Thank you!
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Post by mauvemorn on Nov 16, 2024 10:15:16 GMT -5
Hi. We need to see your blend and package files
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Post by kahluamilk on Nov 16, 2024 12:33:58 GMT -5
Okay (please don't judge, everything is WIP but I need to fix the fundamentals to know how I should proceed). - No weights: I tweaked around and found out that aside from the eyes and mouth moving when I weight them, the basic problem does not go away. So the No Wights file is just that. The behaviour of the mesh doesn't change much when it is weighed aside from what I've told you, or the mesh taking the shape of the face you put. - Antrho Merge: A merge with the Antrho and the mesh. It has some weights, but the mesh behaves closely as in the above. Though it takes a better shape now when you put a face, so it is weight thingy. - Bubble merge: Like above. However, this one behaves the best so far. While when you move the shoulders the mesh still moves as well, it is not the whole head. Also, the mesh seems to be in a better 'mood'. While it is deformed in places like the chin and takes the form of the basic head, it doesn't go nuts like in the other two cases. The weights are not better than the above, yet still it doesn't change much, as if Bubble's mesh has something that keeps it in place. The last one is what made me ask, if it's not only a weight issue then what is it? The others do not change when you put a chin and I have put the value on my own to not show the head. So I can't find out what cause the head to change and not stay as it is like in Bubble's case. Link to files: 1drv.ms/f/c/aebe50e6adc069dd/EunHxCqma1JLiAfhuNZukowBRusCBZo19v08TPkodsTmvg?e=LvYSbOThank you and I am so sorry for the mayhem you will see above (Note: Weights aside, and the mesh, I tried to go by the book for the rest. uv_o etc etc. As you can see the wolf has more polys and vertexes so I was hoping this was not the issue. Both though seem to have been sculpted on the main mesh from the sims.)
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Post by kahluamilk on Nov 16, 2024 15:26:33 GMT -5
Update: (bad)
I tried with a sim head, used skinwrap and tried to see if the issue was in the vertexes or vertex paint. Nada. I don't understand how did those two creators figure it out TQT It's as if the game cannot recognize pretty much anything from the face.
Also I can't figure out how it got worse? In the first try only the chin had some issue and the mouth, the rest of the head was decent. Now the whole mesh is problematic for the game..
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Post by mauvemorn on Nov 16, 2024 17:39:37 GMT -5
the link asks me to log into onedrive, if you copied it from the search bar, this is not the way
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Post by kahluamilk on Nov 17, 2024 7:52:44 GMT -5
Sorry! I clicked share link but didn't notice it took the URL.
I figured it out. It is purely a weight issue. The combined mesh with the Bubble head does not deform and it still is animated. This specific head doesn't have many regular CAS wights for deforming the head (which is what I didn't want lol.
It is a combo between choosing and picking which weights you will use for expressions, and which ones will be opted in an out of the final Head bone.
Thank you and sorry. If anyone needs to mesh something this way, I hope this will be helpful.
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Post by mauvemorn on Nov 17, 2024 10:15:18 GMT -5
Before making something, study how a similar maxis item is made, always. clone a maxis head again, export the blend, open it, study how it is made. You will see that it has the second uv map and two color attributes, both of which are responsible for morphing. You need to transfer not only weights, but uv_1 and vertex paint from a maxis head, then import your blend into the package started from a maxis head specifically for everything to work as intended.
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Post by kahluamilk on Nov 17, 2024 10:46:45 GMT -5
I realized the hard way... Speaking of UV maps. Is there any way to make life easier for uv_1 unwraping in blender? Thus far I frankensteined the head. Trying to merge a maxis head using skinwrap and the deformed of it parts with the head to keep the basic vertexes needed (saw that the two creators choose and pick which ones)
But the uv_1 unwrap is nightmare, and the tutorials don't show stuff for more complex meshes such as a head (found one with shoes for an example and the classic one with the hair). Is there a way to make this process less painful?
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Post by mauvemorn on Nov 17, 2024 13:57:59 GMT -5
I linked how to transfer it in the previous post. Adjust the shape of the maxis head to yours and transfer everything you need from it
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