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Field Researcher
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#1 Old 28th Aug 2025 at 5:56 AM Last edited by makiura : Today at 5:49 AM.
Default [SOLVED] How do I fix piercings distorting from sliders?
Hello. I'm making a set of facial piercings for a specific sim, but the problem is that this sim has big nostrils and lips. This distorts the left nostril and right lower lip piercings. I'm going to try assigning head weights to the nostril one. But I would really like the lip piercing to move when they talk, etc.

I'm aware that face piercings don't work well with high slider values; I just need this to work for 1 sim. Is there a way I can counteract the stretching by using the nose's slider numbers to transform the mesh in blender?
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#2 Old 28th Aug 2025 at 8:21 PM
You can try repainting the parts. toggle thru the bones to find the strongest bone weight, at the point of accy contact. Paint the accy, or use the edit vertices mode to assign bone weight, lock and normalize all. Find the second highest weight, assign whatever remains from the first weight to that bone and assign to the accy, lock and normalize. Example, if the primary bone weight is .850, what reamins will be .150, to total weight of 1.000. Delete any other bones. This should help.

And yes, I believe there is a way to make a counter slider, but the math to do it is well above my pay grade, as my hubby would say.

Shiny, happy people make me puke!
Field Researcher
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#3 Old Today at 5:49 AM
Quote: Originally posted by LadySmoks
You can try repainting the parts. toggle thru the bones to find the strongest bone weight, at the point of accy contact. Paint the accy, or use the edit vertices mode to assign bone weight, lock and normalize all. Find the second highest weight, assign whatever remains from the first weight to that bone and assign to the accy, lock and normalize. Example, if the primary bone weight is .850, what reamins will be .150, to total weight of 1.000. Delete any other bones. This should help.

And yes, I believe there is a way to make a counter slider, but the math to do it is well above my pay grade, as my hubby would say.

I finally had the time to fix the piercings. First, I had to finalize the sim's face and stop tweaking it any more. For bones, the lip and nose rings had 2 each which was causing them to look twisted. I removed all vertex groups except b__RightLoLip__ for the lip, and b__LeftNostril__ and b__ROOT_bind__ for the nose. The root bind bone has no weights, is it ok to remove it?

For weights, I used the eyedropper tool to find the weight at the middle of the mesh and then set the whole mesh to that weight. I set the lip to 0.750 and the nose to 1.000.

Now for the mesh itself. I used the grab tool in Blender's sculpt mode to stretch and squash the rings. Then I test them in CAS, take screenshots, use those as references to adjust the mesh, and rinse and repeat. This method is very tedious but I'm satisfied with the results, thank you for your help!
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