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View Full Version : SOLVED - TS2 to TS3 Hair Conversion Help?


Ralfijs
6th Feb 2012, 03:17 AM
I tried to convert Rosesims2 hair 71b, but I ended up with this.
I tried following the 'Hair Basics' tutorial, and I did everything like it, except for Bone Assigments,
for which I took example of NewSea's hair. Any ideas what I did wrong? Any help greatly appreciated! :)

http://i41.tinypic.com/8yca6r.jpg

Elexis
6th Feb 2012, 03:51 AM
It looks like your texture is applied in a wrong way. Have you used the original Rose's texture or replaced it with other? Just so you know, you need to use original texture, otherwise you will need to adjust UV map to fit your new texture.

Ralfijs
6th Feb 2012, 03:56 AM
It looks like your texture is applied in a wrong way. Have you used the original Rose's texture or replaced it with other? Just so you know, you need to use original texture, otherwise you will need to adjust UV map to fit your new texture.

Yup, I used a different one. :D I don't really get how to
adjust at the beginning exctracted TS2 textures for TS3.
UV Map, what? I think I have some learning to do.

Elexis
6th Feb 2012, 04:06 AM
You need to take a look at both, one of them usually covers scalp and the other is the main hair piece. You need the second one.
Note that you need to use blond recolor, since it's easier to convert it for Sims 3 (only white/gray texture is used ). Desaturate it after extracting and adjust brightness/contrast to make it look similar like Sims 3 hair textures. Also, don't forget to make proper control and specular textures.

Ralfijs
6th Feb 2012, 04:08 AM
You need to take a look at both, one of them usually covers scalp and the other is the main hair piece. You need the second one.
Note that you need to use blond recolor, since it's easier to convert it for Sims 3 (only white/gray texture is used ). Desaturate it after extracting and adjust brightness/contrast to make it look similar like Sims 3 hair textures. Also, don't forget to make proper control and specular textures.

Atleast I improved the hair.. a little it. The hair doesn't move at all, so I failed at bone assigments?
Do you know what bone assigments should be for a hair like that? I'll probably start from a stratch anyway.
Any tips or suggestions before I begin? :giggler:

http://i41.tinypic.com/fycyh1.jpg

Elexis
6th Feb 2012, 06:27 PM
It looks like your Extra Data is off a bit, it causes dark shading on the hair.
If you are using DABOOBS, make sure that you set up all Extra Data boxes right (simplest way is to set all 4 to 255) and copy comments from original mesh changing the number 8 in the first row to 7.
If you are using TSRW, in Mesh tab click "..." button and select "GEOM Vertices Editor". In the new window, put FFFFFFFF in the "Tag value" column and copy it to all rows in that column.

On the bones, you can assign top part of the hair to the headNew bone and the bottom part to the Spine_1. You need to make smooth transition between these two bones in the middle, for example starting from the bottom line of vertices: 1st row - 100% spine, 2nd row - 90% spine and 10% head, 3rd row - 80% spine and 20% head, and so on. It should be 50% head and 50% spine in about the neck height. It's not easy to make nice and proper transition between verstices, but will get better with more practice.
It's also useful to make your hair capable with using breast slider, you will need to assign the part over the left breast to bone called L_breast.

Ralfijs
6th Feb 2012, 06:40 PM
It looks like your Extra Data is off a bit, it causes dark shading on the hair.
If you are using DABOOBS, make sure that you set up all Extra Data boxes right (simplest way is to set all 4 to 255) and copy comments from original mesh changing the number 8 in the first row to 7.
If you are using TSRW, in Mesh tab click "..." button and select "GEOM Vertices Editor". In the new window, put FFFFFFFF in the "Tag value" column and copy it to all rows in that column.

On the bones, you can assign top part of the hair to the headNew bone and the bottom part to the Spine_1. You need to make smooth transition between these two bones in the middle, for example starting from the bottom line of vertices: 1st row - 100% spine, 2nd row - 90% spine and 10% head, 3rd row - 80% spine and 20% head, and so on. It should be 50% head and 50% spine in about the neck height. It's not easy to make nice and proper transition between verstices, but will get better with more practice.
It's also useful to make your hair capable with using breast slider, you will need to assign the part over the left breast to bone called L_breast.

Sorry, I forgot to edit my previous post! I actually reconverted it again, this time,
through TSR Workshop (I find it much easier!) and it came out pretty good, I just
have to work on the scaling a little, I also managed to fix the hole in the back, and
I also managed to make it work for breast slider. The only thing I couldn't do is fix
the hair for the skinny/fat slider? How do I do that? Again, thanks so much for all your help! :giggler:

http://i44.tinypic.com/ei14df.png

Elexis
6th Feb 2012, 07:39 PM
I see you are doing pretty well :D
In order to make it suitable for fat sims, in Milshape 3D duplicate your "group_base" 4 times and call them "group_fat", "group_thin", "group_fit" and "group_special". You will need to use fat sim's top as a reference for shape. Now move and scale vertices of your "group_fat" to fit the fat sim's top nicely. When you finish that, delete reference top adn just export your hair as .wso.
That's pretty much it :)

Ralfijs
6th Feb 2012, 07:44 PM
I see you are doing pretty well :D
In order to make it suitable for fat sims, in Milshape 3D duplicate your "group_base" 4 times and call them "group_fat", "group_thin", "group_fit" and "group_special". You will need to use fat sim's top as a reference for shape. Now move and scale vertices of your "group_fat" to fit the fat sim's top nicely. When you finish that, delete reference top adn just export your hair as .wso.
That's pretty much it :)

Where can I get references for those 4 groups? :D
I only have the default example body. :giggler:

*edit* never mind, I found them here: http://www.modthesims.info/showthread.php?t=411795

Julie J
6th Feb 2012, 10:03 PM
You can extract the original GEOM morphs using simpe and use in milkshape and change the names to group_base etc and export to TSR Workshop

Ralfijs
6th Feb 2012, 10:15 PM
Hmm, I made all the groups, but I can't import the hair in TSR Workshop.
It says: "Wrong number of groups, expcted 1 found 5". Help anyone? :D

*edit* - nevermind, I fixed it by importing my hair over a NewSea mesh, instead of EA's base game mesh. :)
Yay, so I'm probably all done! Thanks everyone for help!

zvezdan
11th Feb 2012, 05:46 PM
"Wrong number of groups, expcted 1 found 5
You must merge those 5 groups to 1 so it could import properly..