Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This will lock each bone of the hair to same-named bones of the character, where possible.
Then go to the Motion Editor, click in the timeline, press Ctrl+A to select all time, select all locked bones of the hair, and then fully apply the procedural "Zero" preset.
This is basically equivalent to "bone-merging" in Source engine games.
***Edit***
Hmmm, very close. The hair definitely goes on top of the head, but it's not sitting on it properly. It's like her hair is a hat, and she has it tilted forward so you can't see her eyes, kind of like a cholo and their bandana. lol
I guess from here it'll just take some more playing around with it, thanks for the tip!!! :D
Depending on what you mean, try to right-click the character's animation set, choose "Import" > "Sequence", and import a "reference" pose sequence.
Also depending on what you mean, make sure to not have the character selected when using the "Zero" preset. Only have the locked bones of "attachables" selected when using it.
I first locked the root transform of Helena's body to the root transform of her hair. Then, when I did the zero scale like you said, it fully connected the two perfectly. Afterwards, I unlocked the root transforms from each other, and then locked the neck bone to the hairs root transform again. After doing that, Helena can move around with her hair intact. :)
https://imgur.com/a/Faybzwb
She shouldn't break any rules here, she came with clothing. lol
The first one was attaching the characters animation set onto the hairs animation set. Then, I only selected the hair and proceeded with the zero scale. It gets very close, but is tilted pretty far forward.
The second one was doing the same thing, except having both animation sets selected when I do the zero scale, which makes her look like Ermac killed her. lol
So I'm not sure what I'm doing wrong, to be honest. The only way I was able to get it to work was by doing what you told me not to do. Right now I'm only working on making pictures, but something tells me doing it my way will mess up animation??
Ok, I know why it was being difficult, it was operator error. lol The one thing I didn't take into consideration was you said to only select the LOCKED bones of the hair. I kept selecting too many things. lol
Gotta love derp moments. XD
Is it still not a good idea to lock the root transform of the hair to the head bone?? Or was that more in reference to how I was getting the hair connected in the first place??
If I leave it be, the hair won't turn with the head.
It's not a bad idea, but except in certain specific cases where the model is not using lighting correctly, it shouldn't matter, and thus you should just simply leave rootTransform locked to rootTransform, like it is when you drag the character's animation set onto the hair's animation set.
Provided that the models' download(s) doesn't(/don't) have anything breaking Steam's rules (like an option for nudity), please copy and paste a link(/links) here to where you downloaded the models from, so that I can see/examine the models myself.
That is not a problem, have a good night and thank you again for the help. :)
When you drag the character's animation set onto the hair's animation set, the hair's animation set should now have "lock" symbols beside these bones:
Body:
rootTransform
ValveBiped.Bip01_Pelvis
ValveBiped.Bip01_Spine
ValveBiped.Bip01_Spine1
ValveBiped.Bip01_Spine2
ValveBiped.Bip01_Spine3
ValveBiped.Bip01_Spine4
ValveBiped.Bip01_Neck1
ValveBiped.Bip01_Head1
Unknown:
Genesis3Female
hip
unusedmot01-head001
(Note that the control groups and control group names may be different for you, depending on your local "sfm_defaultanimationgroups.txt" file.)
It's important that you select all of those bones and no other bones when you use the procedural "Zero" preset.
After you have done that, the hair should now be properly attached to the character. You may optionally want to click on the "cursor" icon to the left of the hair's animation set, so you won't accidentally select the hair instead of the character in the viewport.
From now on, provided that you don't manually tamper with the locks at all, the hair will stay properly attached to the head in all poses, as long as you don't move the "unusedmot01-head001" bone of the character or any of the locked bones of the hair.