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Old 29th Jun 2011, 07:02 AM DefaultHair's not attached to the head-- and hair has no bones at all. #1
serupento
Original Poster

Test Subject

Join Date: May 2009
Posts: 15


Ok, well... I've always managed to work out any bumps i hit with making CC either through Google or just coming up with my own work-arounds and this is the first time I've hit a brick wall. I decided to edit a coolsims mesh-- hair43 for women-- that I had lying around. The back of the head was perfect, but I wanted the fringe to instead look like she had her hair tucked behind her ears, and the fringe was alpha editable so it didn't look like it'd take too long. Turned out the UV mapping was wrong, so I fired up SimPE to fix it and extracted the gmdc. Ok, wonderful. I then turn around to import it into MilkShape and I got the error, "Too many P1 sections for this implementation." A little research told me it was a limitation with the unimesh importer and having too many groups in the hair (which probably meant that the hair was going to crash my game or something ANYWAY if UniMesh was having issues so it probably needed to be dumbed down a bit), so I looked around in SimPE and noticed under the GMDC's Content tab an "import" and "export" button underneath a long list of what looked like groups. So I checked all the boxes in that list, hit "export," and found that I was exporting an .obj file. I then import the .obj into milkshape and it opens just fine.

Aaand that was the day that the extended downtime started. I couldn't remember the exact steps for UV mapping-- just that it was in the second unimesh tutorial-- so I just went ahead and edited the mesh to part the bangs the way I wanted. Ok, super, I merged my sample head, lined up exactly, deleted the sample head, exported using UniMesh Exporter (which went fine-- when I imported the mesh in MilkShape, the hair had been merged down into two groups). So then I swap out my gmdc, and load it up in body shop.

When I first opened it in bodyshop, I got the hair on the right and I wasn't quite sure what I was looking at. The black cap on the back of her head didn't really register in my brain at first. I then noticed faint wisps of hair, so I did a quick alpha edit, filling in all three alpha files completely white to show me all of the mesh. That's when I got the hair on the left, and i realized something was wrong-- where was the layer of bangs that goes under those two frontmost strips of hair?



So then I rotated the hair a bit, looked back at the transparent hair, and realized that the hair had somehow shifted backwards off the head. I've checked it again and again in milkshape and it lines up! I've NEVER hut a problem like this before. I can't find any discernable reason why this would happen except for maybe bone assignments, but when I checked the original, freshly extracted mesh, it seemed that it.... didn't have any bone assignments?
So then I started over when the site went back up today and pulled up the second unimesh tutorial to remind myself how to pull up the UV map, and when i pulled up the UV map... nothing was there. It was just an empty gray box.

I've gotten myself into deeper scrapes, but nothing that I was so completely stuck on like this! I just wanted her hair to part so it looked like it's pulled back!!
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