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Post by Ascendedplums on Apr 30, 2022 8:13:13 GMT -5
I was trying to Frakenmesh two necklaces together and succeeded in getting the two meshes together but can't get it imported, can someone help?
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Post by mauvemorn on Apr 30, 2022 8:31:46 GMT -5
Hi. 1). What version of blender are you using? 2). Do you have s4studio cas tools in that version? 3). Did you assign cut numbers that correspond to original ones? 4). Are all meshgroups visible?
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Post by Ascendedplums on Apr 30, 2022 18:33:57 GMT -5
I realized that the 2 meshes I am frankenmeshing are both named sims4studio_mesh_1 and the mesh will not import at all. Is there anyway to fix that?
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Post by mauvemorn on May 1, 2022 1:42:44 GMT -5
The name of the mesh does not matter, only the cut number. Export the blend file from the package you’re trying to replace. Check how many meshgroups there is, what cut numbers they have. Then make sure your blend has the same number of meshgroups and they have the same cuts Also, make sure both of them are visible
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Post by Ascendedplums on May 3, 2022 13:41:10 GMT -5
Ok the cut numbers was the problem I thought I did it right, but now my problem is in game the second mesh that I added moves around with the breast and spine weights. I followed a weight tutorial but it didn’t fix the issue
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Post by mauvemorn on May 3, 2022 16:12:03 GMT -5
Share the blend file please
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Post by Ascendedplums on May 13, 2022 12:40:39 GMT -5
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Post by mauvemorn on May 13, 2022 13:57:51 GMT -5
You should follow any beginner-oriented accessory making tutorial for the sake of learning the basics, then come back to this project
- the mesh is not moving right because this is not how the weights must be assigned. The necklace must be rigged like the body underneath, so you would need to transfer the weights from the upper body; - the mesh has no proper uv_1 (should be transferred from the upper body as well) and is not vertex painted fully with 007f00, so it will not morph as intended during the body customization; - the uvs in uv_0 must not overlap unless they are meant to display the same texture. All parts of the necklace must be squeezed in the area meant for pendants; - very few maxis items have polycount higher than 10k, yours has 62k. This is high enough to crash the game on some computers; - the content of your blend file must be identical to the one you are replacing. If the original blend file has two meshgroups, so should yours. If they have 0000 and 0001 cut number, so should yours.
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