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Quote: Originally posted by CardinalSims
Definitely.
I'm not familiar with TSRW workflows, so I'm not sure where exactly it's going wrong in the original, but I was able to make a functional fat morph by pulling it out of the package you sent me and reassembling it more or less with the steps in the tutorial (it's admittedly outdated and may not all be identical to how I do things now) so it is possible.
I would suggest at least using Transfer GEOM Data from an EA hair (there's really no telling what all is hitching a ride on CC, best to strip all of that early), renumber, and remake the morph. Then delete the BGEO out of whatever base hair you start with / clone- which is also best if it's an EA hair- before you add the new one.
Hopefully those steps are compatible with your workflow, as I know my .packages can't be opened with TSRW but I'm not sure which part causes that.
The broken morphing, especially the hair reacting to morphs that weren't added yet, suggests there was leftover data from the original hair.
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I managed the lower the polycount and vertex count more (11,5k and 9,7k), and it isn't squiggly now with sliders - it stays put, still morphless, but doesn't change is the point!
I made it by hand originally using your explanation, and actually stopped using TSRW now (I mostly do it at the beginning for the main set-up/textures, and with clothes presets, once I have to redo morphs or bones more than a couple times it goes and I just use MTK and s3pe), I will delete the old bgeo's - because there indeed are mystery ones in the package - and add them with MTK. I started out be extracting the og lod0 simgeom with s3pe, opening in blender, edits, export simgeom, simgeom to wso, wso imported in BG hair.
Either way, getting somewhere, (high contrast hair-skin combo to check certain things) you've been a tremendous help obviously!
(Not most recent version)
I still has some ugly bits in some spots - (parts of) faces seemingly being sort of sharp and peeking through the hair, but I've gotten them fewer already and the LOD0 would be ready to go if it wasn't for my annoyingly detail oriented eyes seeing those ugly bits to begin with. I feel like I am talking too much but if you go "hmm, interesting, show me that", feel free to pm me, I haven't dared to go back in game yet after the last attempt (I can't recreate it at all in blender atp, I have also redone the transparency trick already so it isn't that I think) for fear of disappointment xD