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Post by shoni89 on Jun 2, 2021 8:30:04 GMT -5
Helloes I would love to create a dust bunnies replacement (from Bust the Dust kit) but I cannot find them in S4S. What do I need to do to find them?
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Post by MizoreYukii on Jun 2, 2021 12:59:47 GMT -5
You need to select Override under the Object section of the S4S main menu, filter by Bust the Dust, then tick the box that says Show Debug Items and you will find the dust bunny and filth fiend to replace.
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Post by shoni89 on Jun 2, 2021 18:22:53 GMT -5
You need to select Override under the Object section of the S4S main menu, filter by Bust the Dust, then tick the box that says Show Debug Items and you will find the dust bunny and filth fiend to replace. Oh I'm so dumb. Totally forgot about the debug tick. Thank you!
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Post by shoni89 on Jun 3, 2021 3:48:00 GMT -5
Oh damn, I thought it would've been a simple mesh edit but apparently I'd need to rig the dust bunny too and I've never done rigging before... Is it hard? Are there tutorials?
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Post by MizoreYukii on Jun 3, 2021 9:21:23 GMT -5
Why would you need to rig the bunny? The rig and slots are there. If you don't see any, please update your S4S as that was a known bug after the patch hit.
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Post by shoni89 on Jun 3, 2021 10:24:16 GMT -5
Why would you need to rig the bunny? The rig and slots are there. If you don't see any, please update your S4S as that was a known bug after the patch hit. No, I mean I would need to rig my new mesh that will replace the bunny. Or am I thinking it wrong?
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Post by MizoreYukii on Jun 3, 2021 10:34:32 GMT -5
But why would you need to rig it? What are you trying to do? If you're only replacing the mesh and want the same animations and functions you don't need to rig anything, you just transfer the weights to the new mesh, have the same amount of cuts, and you're good.
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Post by shoni89 on Jun 3, 2021 11:06:23 GMT -5
But why would you need to rig it? What are you trying to do? If you're only replacing the mesh and want the same animations and functions you don't need to rig anything, you just transfer the weights to the new mesh, have the same amount of cuts, and you're good. I've only done basic mesh conversions so far with no real use of cuts as I don't really understand how they work or how to create them ._.
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Post by MizoreYukii on Jun 3, 2021 16:58:23 GMT -5
But why would you need to rig it? What are you trying to do? If you're only replacing the mesh and want the same animations and functions you don't need to rig anything, you just transfer the weights to the new mesh, have the same amount of cuts, and you're good. I've only done basic mesh conversions so far with no real use of cuts as I don't really understand how they work or how to create them ._. There is a section for tutorials on here you can browse through, but cuts are explained here. Even though it covers clothes in the pictures and mentions body parts, the concept is mostly the same for objects. If you did conversions already then you would have encountered them by now. The bunny has 4, so whatever you are replacing with needs to have 4 as well.
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Post by shoni89 on Jun 4, 2021 3:27:17 GMT -5
I've only done basic mesh conversions so far with no real use of cuts as I don't really understand how they work or how to create them ._. There is a section for tutorials on here you can browse through, but cuts are explained here. Even though it covers clothes in the pictures and mentions body parts, the concept is mostly the same for objects. If you did conversions already then you would have encountered them by now. The bunny has 4, so whatever you are replacing with needs to have 4 as well. I have converted plenty of outfits but only always used 1 cut only (using base sim meshes with 1 cut only) because I never really understood when to make cuts! If for example my base sim mesh has 3 cuts then ofc I would need to do 3 as well... is it random where I split the mesh? Or do I follow a specific ruleset? I just don't understand this cuts mentality and I struggle a lot when I don't understand what I'm doing and, most importantly, why I'm doing it.
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Post by MizoreYukii on Jun 4, 2021 10:28:58 GMT -5
For clothes Mauvemorn had a good explanation here. The same applies to objects. Different cuts/groups are for applying different shaders, textures, etc. Have you ever opened another object and seen the white square underneath with a blob of black? That's one group and it's the dropshadow (or shadow plane as some people called it). Not all objects have one and some objects have multiple dropshadows (like furniture with legs, like tables, so that's 2 groups/cuts with dropshadows) like seen in this tutorial. And there are some objects where a white square/rectangle is added (with no blob) and it's for other stuff, like the bunny has one but it's not labeled as a dropshadow (you can see which groups exist on the mesh tab of S4S). Anyhow, for the bunny you are replacing it has 4, 1 Phong and 3 Phong Alpha, and looking at the mesh the Phong is for the entire bunny mesh, the 3 Phong Alphas seem to be transparency. If you are replacing it with say, a regular bunny, you won't need the transparency technically. So you could make the 3 Phong Alphas (labeled as 1, 2, 3 in Blender, bunny/Phong is 0) extremely small so you don't see them in-game, add whatever you are making to the 0 group/cut. It really just depends on what you are making, why, and which object you use as a base for cloning/overriding. For clothes I'd honestly say it's more important than objects since the sim is moving, etc., and since most objects are static anyhow and rarely do people replace functional ones like the bunny.
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