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Post by goblincoblyn on Apr 17, 2022 16:24:34 GMT -5
I'm following this forum tutorial on how to convert cas items from adult to children (specifically a cc hat) Step 9 says: "open your file in blender on your right you should see 's4studio_mesh_1', 's4studio_mesh_2' and 's4studio_mesh_3'" My problem is when I export a mesh, it only exports the selected LOD instead of all like the picture above. So if I export with LOD 0 selected, it only exports that, same for LOD 1-3. I watched a few other video tutorials too and they did the same steps as I did, but they got 3 meshes in their export. This is what I see: INFO: - I'm using Blender 2.76, but I've also tried this in 2.7 & 2.78
- S4S settings has the correct blender file path
- The S4S blender plugin is working
- Each LOD that I export (0-3) does export correctly, they just don't export together in the same file
- The cc hat does have each LOD
Not sure if I'm missing something? Thanks in advance for any help!
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Post by mauvemorn on Apr 17, 2022 17:00:54 GMT -5
Hi. LODs and meshgroups are different things. Please follow along with me so that you would understand better: 1). In s4s main menu, under CAS, choose Create 3D mesh. Find any Maxis long hairstyle, click next, save it somewhere; 2). Switch to Mesh tab. There you have an option to choose LODs in the drop-down box. Choose lod1 first, then lod2, then lod3. As you will do it, you’ll notice that, first, the quality of the item worsens, seconds, the number next to Tris changes.
As you zoom out in live mode in the game, more and more objects appear in the scene, which puts a strain on the game engine. To improve the performance, every object in the scene switches to lower LODs. LODs (level of details) are versions of the same item that differ in polycount (number of tris the item is made of).
Each LOD comes in a separate blend file and must be exported and imported individually.
3). So choose lod0 and export it. You will see 3 meshgroups in the scene.
Most items are split in multiple parts (meshgroups) to tune them differently. For example, the lenses of glasses need to have a different shader assigned to them than the frame. The bottom of the pants is split into multiple meshgroups to tuck into boots, and so on.
The hair is made of 3 meshgroups because 2 of them are hat chops. They are the versions of the mesh made to fit a specific type of hats. Each of them is tuned differently in the warehouse of s4s.
Back to your item, unlike hair, it is just made from one meshgroup. You need to export all LODs individually
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Post by goblincoblyn on Apr 17, 2022 17:57:19 GMT -5
Back to your item, unlike hair, it is just made from one meshgroup. You need to export all LODs individually That's the part I was missing! Thank you for replying Mauve If I wanted to scale and re-position the hat, is there a way I can make sure to match those changes, since they each have their own individual LOD mesh files?
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Post by goblincoblyn on Apr 17, 2022 18:03:44 GMT -5
Never mind I figured it out! I just make note of the transform scale & location:
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Post by mauvemorn on Apr 17, 2022 18:06:22 GMT -5
You can append all lods in the same blend, shift select them and transform at once. Then you can save the blend under a different name and replace the original meshes in other blends
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Post by goblincoblyn on Apr 17, 2022 18:10:00 GMT -5
I mean for hats, since each LOD has a separate mesh
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Post by mauvemorn on Apr 17, 2022 18:28:46 GMT -5
Yes, you can get them all in the same scene and scale all of them at once instead of scaling 4 times in different blend files individually. Then you can just get them back in corresponding blends
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Post by goblincoblyn on Apr 17, 2022 18:48:55 GMT -5
Oh awesome! Thanks again for your help ^^
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