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Post by yazoo on May 6, 2016 6:58:55 GMT -5
Guhhh I give up on trying it on my own @_@;; (( doesn't help that this is the first time I'm poking blender... xD;; )) My hair insists on looking like And while I tried checking youtube vids and found this thread, I just can't get it fixed? ;~; Could someone please tell me how to fix the mesh and what I'm forgetting? @_@;; ... And is there a tutorial someone that will help me with the horrible, horroble bottom of the hair? xD;;; Blender file
Thanks for checking out my thread! >w<
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Post by orangemittens on May 6, 2016 14:44:37 GMT -5
Hi yazoo, welcome to Studio forums. All the faces of your mesh groups are flipped backwards. To fix that select a mesh group, go to Edit mode, choose the Shading/UV's tab, and then click the Flip Direction button. You will notice the mesh takes on a more solid appearance that does not shift as you move around the model. Repeat for the other two meshes. Also, although this doesn't have any effect on mesh appearance in Studio's model viewer, your mesh has no weights assigned to it. In the game, this underweighting will cause the hair to appear so far above the Sim's head that it will seem as if it isn't showing up at all. Brujah wrote a tutorial on transferring weight from an EA hair to your hair that might help out with this issue.
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Post by Asyli on May 6, 2016 15:01:18 GMT -5
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Post by yazoo on May 7, 2016 8:17:00 GMT -5
Thanks, you two! I flipped the UV maps around, and I played around a bit in the weighing area. I... don't think I got it right OTL In the creator it now looks like: In Sims it looks more like: Blender file
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Post by orangemittens on May 7, 2016 15:08:49 GMT -5
Hi yazoo, I took a look at your .blend and the weighting has not been done correctly. In the Blender weighting system bright red means 100% assigned and dark blue means 0% assigned. The range of colors between represents a range of weighting between 0 and 100%. The first issue with your mesh is that you have vertices assigned to the b__ROOT_bind__ joint and nothing from a hair mesh should be assigned to that joint at all. The second issue is that the only other joint you have present is the b__Head__ joint. The vertices of your mesh are assigned to that joint in a fashion that is opposite to how it should be in that the bottom part that's near the lower back is assigned 100% while top parts are not assigned to it at all. The easiest way to assign vertices to joints is to use Brujah's transfer weight tutorial. Give that a try and see how things go.
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