Quote: Originally posted by makiura
I'm doing this all in the name of cast-able buzzcuts! And in order to do that I need the hair to be a separate mesh. It has to look like a scalp and forehead texture on a regular sim head. The seams are a compromise I'm willing to make. If I apply the hatgrip bone to everything, there will be clipping issues when I make a sim with big cheekbones or when the sim is yelling, eating, etc. I'm using the game face geom as my bone/morph donor. But the bones aren't my issue. It needs to work with simtanico's sliders bc I prefer my male sims with smaller foreheads.
I have a new issue where the neck UV gets scrambled. I've tried fixing it with the "replace values" tool you mentioned, but it seems to mess up again when I import it back into s3pe. I'm also trying to make the hair using a cc with 3 groups. Idk if it'll work since it's a clothing cc.
This is what it should look like with patterns (ignore the neck).
|
Unless you're intent on making something that only works with that slider, because of what it does, I return to using hat grip, which is a slider set made to do what you're trying to do.
Basically, all you need to do is make a "helmet" the same way you already did, that is made from a geom with all the normal, EA bones.
In Blender, import a face and scalp. select the "helmet" faces, then Mesh (tab)> Duplicate, then Mesh> Separate.
Shrink UV of both parts to .500, and place on UV map, side by side. Join the parts and merge vertices.
Select all. Mesh> Transform> Shrink/Flatten, and slide mouse down a little. Don't worry about size yet, there's a new box.
In the new box, set to -0.0002. This is a number you will have to play with, to get exactly what you need.
What you now have is a "helmet", with all of the same bones as the Sim head, that will basically follow the same morphs and sliders as a Sim head, except that special slider that requires all the extra work.
You can use the diffuse from the buzz cut hair, scalp and face as multiplier, after resizing to .500 and placing on one texture as you set the UV.
Import the texture to Blender, and using Content Material, overlay the texture to you mesh and do a final alignment, as you can see it on the mesh.
Use Delphy's Geom Editor, and change the mesh to hair shader before converting to .wso, or, make the package and change it in s3pe. I will it the second way, then reopen the package in TSRW and resave the package.
You can stop here and try it, or the next step is adding hat grip.
In Object Data tab, you must add b__Hat_grip__ bone. Again, in Object Data, select all faces. At the bottom of bones section, you see where you can manually change values. Set all faces to .200 for hat grip, then switch to Weight Paint mode, Normalize All, and Limit Totals.
This makes the "helmet" dominant controlled by bone weights, allowing morphs, while adding some hat grip options. THIS, I have done with success on a couple of projects. You may need to increase hat grip strength, but .200 is a good starting point.
Shiny, happy people make me puke!