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Post by cervidantidus on Feb 11, 2019 20:17:51 GMT -5
They look fine in Blender, but in-game they do this: I only modified the mesh by transforming and I didn't even touch the part that attaches to the waist so I'm not sure what's wrong. looks fine in Sims4Studio too! www.mediafire.com/file/09483wdt8mgggg0/gothpants.blend/fileHere's the blender file. Edit: I used an addon called MultiEdit to be able to edit all 4 object parts at once. I think this duplicated them as a single object that thus isn't rigged properly, or something...is that salvageable? :(
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Post by inabadromance on Feb 11, 2019 22:47:54 GMT -5
Hi! I've never used that addon so i'm going to tell you what you should do by only looking at the blend you shared. You CAN join all meshesgroups to edit them. But you'll need to cut them up again accordingly to match the original meshgroups. This isn't so difficult. What you need to do is count the row of vertices the original has on each meshgroup and delete the unwanted parts in each one. You can use the 4 dups you have hidden in your blend (that will need to be deleted later, see below) to know what you should delete. Select your combined mesh and duplicate it 3 times so you have 4 in total. Hide the later 3 and keep the first visible. Do the same with the dups. Select the first dup, go into edit mode, count how many rows it has. That's how many your first meshgroup should have. Do the same with all meshgroups until you have them separate. You need to delete all 4 dups. Even if hidden, these meshgroups are still being imported. So you should ONLY have in your blend what you want to import. Fix the cut numbers to match the original mesh. I suggest re exporting the original mesh and compare them in case they are not in order. If you don't know what cut numbers are, please check THIS GUIDE. Fix the weights: Select the bone that says studio_mesh_4 and press the - button next to it to delete it. Delete all studio_mesh bones you see on all meshgroups.
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Post by cervidantidus on Feb 11, 2019 22:53:03 GMT -5
So I need to copy the full 1 piece "multiedit" mesh so there's 4 of them, and then go to each one and basically try to make it match the originals by selecting and deleting vertices until it matches...? Basically? Is that right?
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Post by cervidantidus on Feb 11, 2019 23:05:30 GMT -5
I don't understand what I'm doing. They all say Cut 002, no matter what I select. And by count the vertices you don't mean literally count the number of vertices, right? Like by hand?
I think it would be easier for me to go in and just start over. I don't understand how to do that, though, because if I have to modify each part individually they obviously become misaligned... this is hard
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Post by inabadromance on Feb 11, 2019 23:57:20 GMT -5
- rows of vertices. not actual total.
- you should re export the original pants and check their cuts. the ones you have there have been modified by the add on. their only purpose, now, is to compare geometry for cutting. (the above).
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Post by cervidantidus on Feb 12, 2019 8:23:26 GMT -5
ohhh, I see. So I can literally just turn them on and off to compare what needs to be cut off and do it that way if need be (I have astigmatism in both eyes and trying to count vertices by row without messing up is going to be tough). I'll try that.
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Post by cervidantidus on Feb 12, 2019 12:28:21 GMT -5
Alright, I tried, and while I'm sure it would have worked, I mis-deleted part of one piece and would have to literally start over from where I was when I made this thread to redo it. It's too much of a pain in the ass to bother. I'll just restart completely. Now my problem is how the hell do I modify a full mesh broken into 4 pieces so that each piece remains aligned with each other? This is so freaking frustrating. I refuse to believe there's no way to do a bulk edit at once without having to create entirely new pieces or make a single one-piece mesh to do so, computers and technology are way too advanced for this to be a set-in-stone thing you have to do.
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Post by cervidantidus on Feb 12, 2019 12:51:25 GMT -5
Ah! I figured it out, maybe! When using multiedit, there's a separate EXIT button you have to use. This pits all the parts back where they were with no dupes- the only thing you have to change is the cut numbers again, as they all reset to whatever the most recently selected part was before engaging multiedit. The mesh is worse this time... And it completely breaks with boots? But it's for personal use so i dont really care!
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Post by inabadromance on Feb 12, 2019 15:33:38 GMT -5
Have you fixed the weights as i pointed out in my previous post? Also, re check the order of the cut numbers again comparing to the original item.
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