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Post by misstex89 on Nov 15, 2016 19:56:44 GMT -5
I am ready to but some of my completed meshes in game, the first being a new hair. Everything is done, texture, weight paint, vertex paint... These are the steps did for this item, I hope someone can tell me where I went wrong. First I opened S4S and clicked 'created 3d mesh'. Secondly I chose a hair similar to the one I made, this time it was the fishtail braid. This is where I branch off to try two different things... First time: I just tried to import my mesh into S4S to replace the fishtail braid. Didn't change anything so I tried the other LODs too. No dice. Second time: I exported the mesh for the fishtail braid, brought my hair in as an obj and replaced it. I double checked the texture and the paints but as I go to import it back into S4S, Nothing changes.
What am I missing? How to I get my 'from scratch' clay hair mesh into S4S? I don't need hat chops because this hair has an accessory that goes with it. Looked for a tutorial and everything is about editing ea hair and recoloring. Does anybody know how I get from point A to point B? Thank you in advance for your advice...
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Post by orangemittens on Nov 15, 2016 20:06:58 GMT -5
Hi misstex89, the most frequent cause of a new mesh not showing up in Studio upon import is that it doesn't have the right cut numbers. Did you give your new mesh groups the right cut numbers? If you did, please post your .package so someone can take a look and give more specific help.
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Post by misstex89 on Nov 16, 2016 13:56:06 GMT -5
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Post by orangemittens on Nov 16, 2016 18:07:04 GMT -5
Cut numbers are here: When you first export the EA mesh from the .package each of its mesh groups will have a cut number. The cut numbers you give your mesh groups will determine which of your meshes replaces the EA meshes. So if the EA main mesh has cut 0000, your main mesh needs to have cut number 0000 and so on. If Studio doesn't see a cut number, it ignores the mesh because it doesn't know which EA mesh you want to replace.
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Post by misstex89 on Nov 16, 2016 18:24:57 GMT -5
Ahhh, ok! So I should open up the fishtail braid and copy the cut numbers into my other mesh? Thanks for the picture too I may not have found that area without it. I know my posts are about little details but hopefully I will get all this so I can help others on the forum.
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Post by misstex89 on Nov 17, 2016 14:07:18 GMT -5
Nooooo! new problem why is this happening...? I must be missing another box of numbers or something because I know I laid out the uvs on this texture... Maybe it's the displacement texture from the braid bleeding over? I tried to delete it but it didn't disappear...
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Post by inabadromance on Nov 17, 2016 16:27:55 GMT -5
hi! looks like the UV is wrong. Can you share the .blend and package files?
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Post by misstex89 on Nov 17, 2016 17:58:35 GMT -5
it's the same as above but I changed the cut numbers so it would show up in S4S. It seems like the braid is trying to show even though I replaced it...on the other hand there are alot of files in the warehouse tab, It may be one of those.
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Post by inabadromance on Nov 17, 2016 19:06:55 GMT -5
I downloaded both files and the problem is that you have a LOT of separate groups. That's not how it should be. You have to select all groups and join them. Then, change the cut number. I suggest you exporting the original EA mesh and taking a look at the blend and how is everything laid out. Your blend is very weird.. it's violet, and you don't have a rig anymore, but all the body parts are separate and scattered around. You shouldn't have to touch the rig or any other components, or you'll get confused easily. Also there's hidden parts.. Also, bare in mind that hairs have 3 groups. Each one belongs to a different state, no hat / hat / other version of hat. You can read that on the hair components post. What i would do is re export the original blend of the EA hair and append ONLY the sphere group (that is the one with the hair in your blend). Once it's appended duplicate the group twice so you have 3 hairs and make each hat cut. If you don't want to make the hat cuts, just leave them the same shape. Look at the cut numbers from EA's and change your group names and cut names accordingly. Delete EA's group and the duplicated rig.
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Post by misstex89 on Nov 18, 2016 13:49:27 GMT -5
Ok, thank you! I will try that today. Thank you for being specific
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Post by misstex89 on Nov 18, 2016 19:02:21 GMT -5
I think...I got it. Could someone double check the file to make sure it's correct? I think my LOD's are all the same...not sure how to fix that. I'll test it after I make sure all the numbers are in the right place. www.simfileshare.net/download/139498/I really appreciate you guys! That sense of loss you get when you don't know what to do next is really crappy.
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Post by misstex89 on Nov 19, 2016 11:58:07 GMT -5
:( still something wrong. Did the mesh not save with the file? How do I fix that?
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Post by inabadromance on Nov 19, 2016 13:02:55 GMT -5
hey, please share the .blend too. I exported the mesh from the package you shared and there's only one group. So, that means that the rest of the things you have in the blend either are not there or the cuts are wrong.
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Post by misstex89 on Nov 19, 2016 13:21:18 GMT -5
Ok I'll have that up after lunch! Much appreciated! UPDATE: Here's the file www.simfileshare.net/download/139765/If I can just get one hair in game I probably won't have to ask for help again on this subject...I'm just missing knowledge on little details, some which I knew but didn't think about, and some that I've never heard or seen.
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Post by misstex89 on Nov 26, 2016 22:53:21 GMT -5
Has anyone figured out why it's not showing up?
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