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serepith
17th Jul 2012, 1:55 AM
Okay-I think this is in the right thread, but I'm not sure.
I'm trying to convert a TS2 mesh to TS3, and have been following the steps in the Hair Basics tutorial-but I know I did something wrong, as this is what shows up in game (attached.) Anyone have ideas on what is going wrong? xD

Hydrasis
17th Jul 2012, 5:16 AM
I'm new to meshing myself but on a wild guess did you delete a vertex by mistake? . 3 . ;

daluved1
17th Jul 2012, 5:48 AM
Looks like your bone assignments are all wonky.

Esmeralda
17th Jul 2012, 10:25 AM
Try assigning the entire mesh to Head_New and see if that makes it all pull itself back into the shape it's supposed to be. If that works, then it's the bone assignments that went wrong.

After that, work your way through any parts of the hair that are longer than shoulder length, to give them the right bone assignments (neck, shoulders, spine, etc) for longer hair. But if it's all actually above the shoulders, where it wouldn't be clipping into the sim's body at all (it's hard to tell what length it's supposed to be from the explosion in the pic!), then you don't need to do further reassigning, just leave it all at Head_New.

serepith
17th Jul 2012, 1:26 PM
Awesome! Thanks, guys. :) I thought I did the bone assignments right...apparently, no, I did not. xD I shall try fixing it right away!

BloomsBase
17th Jul 2012, 2:50 PM
im afraid you also have autosmooth on wich messes up the normals on hair files when importing a mesh in Milkshape?

Elexis
17th Jul 2012, 3:34 PM
im afraid you also have autosmooth on wich messes up the normals on hair files when importing a mesh in Milkshape?

On hair meshes it doesn't make a big difference if you have it on or off, since the undersides should be scaled down (as the tutorial says) and they won't mess anything up.
Good way to test it - if the hair looks ok in Milkshape then it's not an autosmooth problem.

I can tell that your problem is caused by using wrong texture (extracted from Sims 3 game) when you should have used the original texture from the hair you are converting. Both textures are placed differently on the mesh (UV map) and the Sims 3 texture doesn't match the original one.
For this you will have to desaturate original texture and lighten it up to match the basic Sims 3 hair tone (also make the control and specular maps for it).

Also, you have few unassigned (or assigned incorrectly) vertices and they sink into the ground. As mentioned above, assign the whole mesh to head_new bone, but be sure that you have selected all vertices, so none of them are left unassigned :)

serepith
17th Jul 2012, 5:21 PM
Hmmm...reassigning the bones didn't seem to fix it :/ It looks the same as it did before. Any other ideas?

Esmeralda
18th Jul 2012, 9:16 PM
The only thing I can think of is for you to post the hair file so that one of us can take a look at it. It does look like a joint assignment problem but if it's not, then I'm out of ideas without examining the mesh first-hand!

BloomsBase
18th Jul 2012, 10:36 PM
if its not the joints, then most likly the morphs that give these deformations

serepith
20th Jul 2012, 9:35 PM
Ah, sorry-internet fail. Okay, wrong texture? I can deal with that. Let me give fixing that a shot, and if it doesn't work, I'll post the file (and feel like a failure xD)