Quick Reply
Search this Thread
Test Subject
Original Poster
#1 Old 30th Jun 2025 at 11:44 AM
Default Breast slider causing distortion
Hi all!

I've been working on a lower poly with morphs added version of Anto's Lena hair, but I'm running into an annoying issue. I realised that for whatever reason, the hair was only assigned to one of the breast bones, as opposed to both, which meant that only one side of the hair was moving with the slider. Naturally, I added the missing bone assignment, but now it's causing major distortion to the hair when the breast slider is moved up to the max.



I've attached the hair to this post if anyone is able to have a look and identify the issue!
Screenshots
Attached files:
File Type: zip  Anto Lena morphed.zip (2.59 MB, 2 downloads)
Scholar
#2 Old 30th Jun 2025 at 6:11 PM
Quote: Originally posted by scottishsimoleon
Hi all!

I've been working on a lower poly with morphs added version of Anto's Lena hair, but I'm running into an annoying issue. I realised that for whatever reason, the hair was only assigned to one of the breast bones, as opposed to both, which meant that only one side of the hair was moving with the slider. Naturally, I added the missing bone assignment, but now it's causing major distortion to the hair when the breast slider is moved up to the max.



I've attached the hair to this post if anyone is able to have a look and identify the issue!


Check out @CardinalSims hair tutorials. I know that there are hard limits on poly count when adding morphs to anything.

Shiny, happy people make me puke!
Forum Resident
#3 Old 1st Jul 2025 at 4:40 AM
There is no gradient between the bone strengths, which morphs the mesh harshly (and would have done the same when the sim animated, too).

To compare the original and redone:


I've attached the repainted one, you can copy the bones from it either in Blender or MTK (with default settings, if setting them too high/low could be the culprit for how this one got messed up).
(It's in a .package because MTS doesn't like uploading loose .geom )
Screenshots
Attached files:
File Type: zip  bone_reference.zip (426.0 KB, 2 downloads)

thecardinalsims - Cardinal has been taken by a fey mood!
Test Subject
Original Poster
#4 Old 1st Jul 2025 at 2:56 PM
Ahh perfect, thank you so much!
Test Subject
Original Poster
#5 Old 4th Jul 2025 at 8:10 PM
me again i've just noticed another weird issue that i haven't seen before with any other hairs. for whatever reason the hair clips at the scalp when the sim tilts their head to the side even though the bones are assigned properly now, ugh.

Screenshots
Forum Resident
#6 Old 5th Jul 2025 at 12:30 AM
Hmm, that is peculiar. I can recreate it in Blender with the one I edited, so it's not your fault.
The hair is long enough that when one side is pushed away, it's pulling that part in with it. There may be another bone that could alleviate it, but I didn't have much success while checking.

I actually learned a lot of the hair bone tricks from @LadySmoks examples a while back, maybe she will recognise what this is missing here?
Otherwise, I'll have another look at it later- maybe I'll check the original Lena hair to see if it had the same issue and how it's avoiding it if not

thecardinalsims - Cardinal has been taken by a fey mood!
Scholar
#7 Old 5th Jul 2025 at 3:55 PM
HAHA! Not sure how @CardinalSims learned anything from me about hair? I'm a dress and bot maker that sometimes, cluelessly, messes with hair!

Anyway, I would say, not enough fudge factor between hair and scalp.



You can also try adding HeadDome, but as most CC hairs don't use it, that probably won't fix the issue. I generally use proportional editing for this sort of thing (a lot of things), and adjust the amount of proportion to what looks best to me. Switch between x-ray and solid views to get an idea where you are.

NOTE: Keep an eye on the front of the hair so not to pull it up as you adjust the mesh!!!



You'll have to play with how much mesh you grab, and amount of proportion, but eventually you get a feel for it. My game laptop died 2 weeks ago, so I can't really test anything. Hopefully the new one arrives soon.

I also noticed the UV is a bit messed up from decimating in Blender. You can try texture view to see what happens as you move the vertices back in line.


Shiny, happy people make me puke!
Forum Resident
#8 Old 6th Jul 2025 at 1:59 AM
Quote: Originally posted by LadySmoks
HAHA! Not sure how @CardinalSims learned anything from me about hair? I'm a dress and bot maker that sometimes, cluelessly, messes with hair!

Haha, I actually knew nothing about how to correctly assign bones in Blender until you explained Normalize and Limit Total to somebody else quite some time ago. I think there was also a screenshot example of how to use the Linear weight paint to apply the spine bone. Since then, I've done all my bone assignments manually- I may not have known where to begin if I hadn't seen that first

I'm still a bit rusty, as it looks like the issue here was from the breast bone weights being a bit too strong. I think there was an imperceptible amount (like, 0.01 weight) reaching the head.
I've attached a cleaned up one that also has Spine1, which is acting appropriately in Blender.
Attached files:
File Type: zip  bone_reference2.zip (462.2 KB, 1 downloads)

thecardinalsims - Cardinal has been taken by a fey mood!
Scholar
#9 Old 6th Jul 2025 at 3:03 PM
Quote: Originally posted by CardinalSims
Haha, I actually knew nothing about how to correctly assign bones in Blender until you explained Normalize and Limit Total to somebody else quite some time ago. I think there was also a screenshot example of how to use the Linear weight paint to apply the spine bone. Since then, I've done all my bone assignments manually- I may not have known where to begin if I hadn't seen that first

I'm still a bit rusty, as it looks like the issue here was from the breast bone weights being a bit too strong. I think there was an imperceptible amount (like, 0.01 weight) reaching the head.
I've attached a cleaned up one that also has Spine1, which is acting appropriately in Blender.


We all learn... I learned Limit Total from an @Thornowl tutorial not too long ago!

I honestly didn't sample the bone weights, just looked at the colors, and HeadNew "looked" ok. Most times, I will either paint, or use edit mode to make the whole mesh 100% HeadNew, then add in other bones.

Yesterday, I spent far too long trying to figure out why one toe on a pair of boots distorted in game. The mesh was mirrored in MTK, which I had never had a problem with. After repainting the foot/ toe several times, I looked at morphs, and found that something went terribly wrong there. New game laptop arrived last night, so gonna be trying to load that, most of today probably.

Shiny, happy people make me puke!
Test Subject
Original Poster
#10 Old 6th Jul 2025 at 5:52 PM
All good now! Thank you both for the help
Back to top