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Post by BethA on Jan 18, 2017 20:31:05 GMT -5
Greetings, I'm new to S4S, I've read that, on Harmony, only the CAS parts are cloned when you use the "Create 3D Mesh" option, as stated here. According to the instructions, all other resources used should be referenced correctly, but this doesn't seem to work.What I'm doing:
1. Choose "Create 3D Mesh". 2. Choose the default EA cropped leggings on the "Thights" section with Shift+click. 3. Edit the BodyTpe from "Thights" to "LowerBody" for each swatch. 4. Save the package and exit. The bottom becomes invisible if I reload the package in S4S or in the game. Can anyone help?
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Post by inabadromance on Jan 18, 2017 20:51:45 GMT -5
hi! Can you explain what is it that you're trying to achieve? why are you editing the bodytype?
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Post by GeometricSims on Jan 19, 2017 14:26:03 GMT -5
Ah okay, I think I may know what is going on. If you're creating a new piece of clothing, you will have to append the mesh of the lifestage's legs and add it to the CC. At least, I THINK this is what the issue is, as I didn't quite understand your post until the very last line. Could you upload a picture and tell me if you appended the legs to your mesh? Thanks.
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Post by fuyaya on Jan 19, 2017 17:52:03 GMT -5
I think it's about this : fuyaya , nivea , and daweesims the Harmony version has changed CAS in the way that it will not include the mesh or textures unless they are edited. We will add an option to include all resources in the next version for this purpose, but the default behavior will be to not include these items in order to keep package sizes smaller. More explanations Right now, Harmony makes a .package that contains only resources you edited. So, for example, if you clone your own 3D mesh.package to make a recolor and import only new textures, Harmony will reference your mesh from the original .package because no changes were made to it. This change was put into Harmony to limit redundant resources being stuck in people's mods folder. The downside, as you are all pointing out, is that if you want to make a truly standalone recolor of your own CC, you have to manually export all the meshes from the old .package and import them into the new one. This feature wasn't introduced to cause people to have to do this just to make a recolor of their own content that doesn't need the original in the .package with it. As Andrew stated in the quote fuyaya posted, this will be rectified in the next version of Harmony. The default behavior will remain as it is, but there will be a choice creators can pick that will cause Studio to include resources in the new .package even if they were not changed. So if I have understood correctly since you don't edit the mesh it will work as a recolor needing the mesh from the mesh you took as reference. Since it's an EA game base it should work, so maybe because you changed the body type the link is broked, I guess
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Post by orangemittens on Jan 19, 2017 18:45:06 GMT -5
Hi betha, the problem is that you are cloning an item that has a single triangle (3 vertices, 1 polygon) for a mesh and expecting it to show up as a lower body item with a real lower body mesh. LIke GeometricSims said, to get this to work, you're going to have to append a real mesh. Like inabadromance, I wonder why you are changing the body type of an essentially mesh-less item. What is the goal of your project? With more information, we can help you select a more appropriate clone. A clone that has no real mesh to begin with is not going to serve your purpose. fuyaya , the problem is this is an item that has a single triangle for a mesh. No program will make this turn into an item with a mesh without the creator importing a real mesh. This is not specific to Harmony and has nothing to do with how Harmony works
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Post by fuyaya on Jan 20, 2017 7:48:00 GMT -5
orangemittens Oups it wasn't relevant sorry I should have researched more or go to bed early :-X
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Post by orangemittens on Jan 20, 2017 11:40:00 GMT -5
fuyaya, no worries, I have that happen myself :P
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Post by BethA on Jan 23, 2017 19:05:03 GMT -5
Hello,
Sorry for the delay in replying. I'm trying to change the leggings from a thights accessory to a proper bottom piece so that I can use it as an athletic garment. The way it is now, I have to make the bottom "nude" so I can use the leggings by themselves, and I would like to avoid that. Also, I'm starting to play with creating my own CC and would like to know how to change EA's categories properly.
If I understand correctly, the EA leggings are just a recolor of the basemesh, and as such, don't include the geometry necessary for it to render. However, if I open another set of leggings, a CC from another author, which seems to include geometry files, and then clone that, I still get the same problem. Is there a tutorial on how to include the geometry in the cloning process, or how to add it after the fact?
Thanks for any assistance!
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Post by inabadromance on Jan 23, 2017 20:32:08 GMT -5
What you have to do is clone a basegame item which should have a painted on skin texture. Example, bottom swimwear. Import all the textures from the leggings you want (diffuse, specular, bumpmap). Go into categories, and fix the categories.
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Post by BethA on Jan 23, 2017 20:43:57 GMT -5
Thanks! However, this seems to be an awful lot of work. I would have to export each texture file from the leggings, and essentialy recreate each swatch one by one. I hoped I could do the other way around, export the mesh from the bottom swimwear, for instance, and import that into the leggings, but I can't find an option for it.
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Post by BethA on Jan 23, 2017 21:18:06 GMT -5
I got it!
All I had to do was export the mesh from the swimwear bottom and import it into the leggings. I was looking for an option at the Warehouse, but it was right in front of me in the Studio view.
Thanks for pointing me at the right direction!
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Post by inabadromance on Jan 23, 2017 21:21:34 GMT -5
i'm sorry, but that's not just how it works. Importing a mesh (which that can't be done with leggings, since there's no mesh on it.. the texture is painted over the body) isn't going to change the category it is in. If you'll be starting to create your own content, those are the steps you'd usually do each time. Clone, import textures and so on.
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Post by BethA on Jan 23, 2017 22:12:48 GMT -5
Besides importing the mesh, I also changed the categories, obviously. I exported the basemesh from the swimwear bottom and imported into the leggings, which already had the categories changed how I wanted.
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Post by BethA on Jan 24, 2017 2:27:17 GMT -5
By the way, when I said "I got it", I meant: "I got it working in the game." if anyone wants the steps for what I did: 1. Open the basic Swimwear Bottom. 2. Export the mesh. 3. Clone one of EA's Leggings. 4. Change the categories from "Thights" to "LowerBody" for each swatch. 5. Import the Swimwear Bottom mesh. 6. Save The advantage is that instead of importing each texture file (over thirty for the leggings swatches) I only had to import the mesh once. i'm sorry, but that's not just how it works... I'm sorry, I don't think you've read my post at all.
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Post by inabadromance on Jan 24, 2017 13:04:39 GMT -5
I have read your post, and what you wanted to do. I still believe you don't quite understand how meshes work. Those two items you're talking about are painted onto the skin, they have no meshes. I'm glad that those steps worked for you in this case, but they will not on further projects.
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