|
Post by derwiny on Mar 3, 2021 13:37:41 GMT -5
Hello, I'm trying to separate the mascot head and body of yamachan. I've deleted the head part of the mesh but in game it looks like this imgur.com/a/3dcsSu2The sim's head seems to be stretched wide and the neck is invisible, is there a way to stop the stretching? And how would I go about editing what body parts are visible? Thanks. There also seems to be something grey sticking out of the feet, idk how it got there but when I open up the original mascot costume in S4S it's there
|
|
|
Post by mauvemorn on Mar 3, 2021 15:17:26 GMT -5
Hi. You need to add the neck and exclude the feet. Not sure what you mean about the neck, let's see what the mesh will look like with the rest of the neck - unfold rig, make top selectable and visible, select it, in 3d view press Shift D to duplicate, esc to confirm; - select top.001, switch to edit mode, select the area of the neck that you need to stay, Ctrl I to invert the selection, Delete - Faces; - join top.001 and the suit " change ExcludePartsFlags to 0000000000000100
|
|
|
Post by derwiny on Mar 3, 2021 17:58:05 GMT -5
Hi, thanks for the explanation I didn't know u can do that in blender
I changed the ExcludePartsFlags value but nothing seemed to visibly change in the studio
Also any idea why the sim's head is stretched horizontally?
|
|
|
Post by mauvemorn on Mar 3, 2021 18:09:26 GMT -5
In the context of ts4 the neck is a part of the torso, the torso is a body part, the neck is not. The head, feet, the bottom, etc, those are body parts. Fingers, thighs, etc, are not body parts, they are parts of the body parts. My point is, you cannot delete the head if you are not making the head. You cannot delete feet if they are not a parts of your outfit. So you have to tell TS4 to hide these body parts.
Share the package and the blend files please for I do not know what the head is meant to look like with a different garment
|
|
|
Post by derwiny on Mar 3, 2021 18:27:48 GMT -5
|
|
|
Post by mauvemorn on Mar 4, 2021 6:47:27 GMT -5
The head does not become wider in my case, it resets to the default. I tried editing ExcludeModifierRegionFlags and Buff but it did not help. Not sure what else can cause this but you can fix it by re-importing the mesh and textures in a different package. Clone yfBody_Bonus01SWarsAayla, export the blend, open it, delete only s4studio_mesh_2 from the scene, append - your mascot blend file - object - s4studio_mesh_1, save. Import back to yfBody_Bonus01SWarsAayla. Do the same for LOD1. In LOD2-3 you can import unedited blends, these only have one meshgroup. Add the textures as well.
|
|