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Post by sweeteizus on Nov 29, 2017 16:12:52 GMT -5
I've been told more than once and I've seen admins tell others that it is not recommended to use a nude base for your mesh. My issue is that the nude base always looks perfect in game, but when I import my mesh over a similar ea mesh in S4S, I can see the ea mesh underneath my own. I am confused as to how I should go from here..
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Post by inabadromance on Nov 29, 2017 16:42:03 GMT -5
Hi! The problem isn't the nude mesh, the issue is how nudes are categorized and the package set up. Speaking of things such as, bathing and sims reacting to nudes. Clothing is more or else always the same thing. Export, edit (mesh, uv, uv_1 - morphs, vertex paint, weights, cut numbers), import. Your problem might rely on cut numbers. You import the same exact mesh groups with their respective cut numbers as the original EA mesh has. If there's a mesh group missing, then it will not import properly. Please read this guide, step 13. I always suggest exporting the original mesh to compare this. Not all items have the same amount of groups and are organized differently. So to avoid issues, checking the original blend is vital.
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Post by sweeteizus on Nov 29, 2017 23:32:38 GMT -5
I'm sorry if I am misunderstanding, but are you saying that I need to export the ea mesh into blender by itself, make sure the cut is set to GEOM 0000, then save, and then use it when I weight paint and then to import my own mesh over? God I hope that makes sense, lol.
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Post by sweeteizus on Nov 29, 2017 23:37:03 GMT -5
I always make sure my mesh is set to geom 0000.. I just tried appending the ea top onto the nude top in blender and it was already set to geom 0000. I'm so confused.
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Post by Zelrish on Nov 30, 2017 3:18:39 GMT -5
sweeteizusFrom what I understand the issue is the following : You try to import the nude mesh (or your version of it) OVER another EA mesh. The problem you face is that you apparently did not check How many cut numbers is using the mesh you are replacing (which IS the issue here). The Nude mesh has only 1 cut number : geom 000 as you mentioned. But about all the other meshes have more. A normal top has often 3 cut numbers represented by 3 different objects in blender with 3 different cut numbers : 000, 001 and 002 So if you import a mesh that has only one cut on a mesh with 3 in this example, you will get : The cut number 000 from your nude AND you will KEEP the number 001 and 002 from the original mesh you are replacing. (Which is why you see your mesh + parts of the original) Before replacing a mesh with another one you always need to check how many cut numbers it uses and then divide your replacing mesh accordingly. To come back to my example here you would need to separate the nude mesh (through a selection of vertices and then Ctrl+P) into 3 objects with the attributed cut numbers : 000, 001 and 002.
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Post by inabadromance on Nov 30, 2017 11:23:39 GMT -5
thank you Zelrish for your detailed explanation :D. That's why I always suggest cloning a base game tank top instead, since that also has one single mesh group. But sometimes you need another groups for x reason (example, transparent clothing). Or you're doing a fullbody outfit (which most have more than one group).
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Post by sweeteizus on Nov 30, 2017 16:00:26 GMT -5
Thanks for the help Zelrish! Honestly I'm still a little confused about how the cuts work, because when I follow the detailed mesh guide here on S4S, it just says to make sure my mesh is set to geom0000 and we're good to go. So once I'm done in blender, I open the nude top in s4s, then import my mesh on top of it.
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Post by sweeteizus on Nov 30, 2017 16:08:57 GMT -5
my issue is when I import my mesh on top of another similar ea top in s4s, the ea top shows underneath my mesh. Which is why I tend to choose the nude top to import my mesh over, because then only my mesh is visible on the sim. So this is still a cut problem?
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Post by Zelrish on Dec 1, 2017 4:28:30 GMT -5
Yes, this is still a cut problem. Because if something remains of the EA mesh in s4s it means that not all the different cuts were replaced.
To check how many cuts uses the mesh you want to replace. Simply clone the package normally (through create a mesh), then export the mesh. Open the resulting blend and look at how many objects it contains. In this case you would have more than one. Each of those: s4studio_mesh objects are associated with a different cut number.
When you import a mesh to replace the one in the package you originally cloned, you need to have the SAME number of objects with their associated cut numbers in the .blend. Otherwise it only replaces the one it finds and leave the others as they are.
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Post by sweeteizus on Dec 1, 2017 15:50:37 GMT -5
Thank you for your help, I'm sorry you guys have had to explain so much.
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Post by sweeteizus on Dec 1, 2017 15:54:51 GMT -5
I thought I was supposed to join each cut on an ea mesh... x_x blendhere's my blender work. I just appended my top, the nude, and the ea top. Not sure how to proceed because I'm confused about the cuts. It looks like the ea top has only 1 cut.
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Post by inabadromance on Dec 1, 2017 16:49:11 GMT -5
Please share the package you cloned.
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Post by ToxicSimlish on Dec 1, 2017 19:48:13 GMT -5
Okay from what I'm seeing is that when you appended the nude mesh, you didn't delete the EA mesh (or the other way around). What you should do is delete the EA mesh (s4studio_mesh_1.001) so you only have your mesh with the nude mesh underneath. From that point, you should do the necessary adjustement regarding cut numbers, weight etc., like Zelrish and inabadromance explained to you.
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Post by sweeteizus on Dec 1, 2017 20:01:23 GMT -5
I normally do delete the ea mesh and only use it for weight paint! mesh for uv 1 (ea) package
my mesh package
holy poo this time when i imported my mesh the ea one seems to have disappeared. Maybe I finally did it right?!
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Post by ToxicSimlish on Dec 1, 2017 20:11:20 GMT -5
That's great! Have you tried it in-game and see if everything was alright?
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