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Post by crazymammoth on Feb 4, 2017 9:53:49 GMT -5
so i have a mesh from another game got everything set up in blender, minus scaling the UV map
using Blender 2.78
S4S 3.01.1
tried recalculating normals had to flip back 2 areas but got it back to correct state
but it just refuses to import... just nothing imports
is there a poly limit on what i can bring in? i may need to lover my detail
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Post by MisterS on Feb 4, 2017 10:05:20 GMT -5
The cut number has to match whatever it is your cloning, 9 times out of ten thats the reason nothing imports
Poly limit, technically s4s hasn't but the game itself is low poly. If you make something with stupidly high poly count s4s will take longer and longer to import it as its not really designed to do so.
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Post by crazymammoth on Feb 4, 2017 10:14:02 GMT -5
well its not stupidly high but i could se it being just over the limit
i'll try to find its poly count, still a blender noob tho lol
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Post by MisterS on Feb 4, 2017 10:16:50 GMT -5
Its above your view port - verts edges faces, you want the faces (same thing as poly)
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Post by crazymammoth on Feb 4, 2017 10:17:08 GMT -5
ok 2943 is my count
current sims hair i'm trying to over write is at 2669
so i'll try reducing down 300 polys
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Post by MisterS on Feb 4, 2017 10:18:09 GMT -5
2943 is not high unless its a table or a sock or something
If its not showing up in s4s check your cut number(s)
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Post by crazymammoth on Feb 4, 2017 10:26:37 GMT -5
yea just saw i miss read in S4S this default mesh has 3330 polys...
where/what are cut numbers?
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Post by MisterS on Feb 4, 2017 10:33:37 GMT -5
If it is a hair it as to have three parts (two for hats) In the original mesh you are cloning you need to click on all three and match the cut numbers studio_mesh_1 2 and 3 all have a cut number 0000 0001 0002 and are all geoms. Every mesh has cut numbers, you need to check the clone and match yours
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Post by Leniad on Feb 4, 2017 10:35:39 GMT -5
This is where cut numbers are in blender 2.70, I assume they are same in later versions.
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Post by crazymammoth on Feb 4, 2017 11:08:29 GMT -5
If it is a hair it as to have three parts (two for hats) In the original mesh you are cloning you need to click on all three and match the cut numbers studio_mesh_1 2 and 3 all have a cut number 0000 0001 0002 and are all geoms. Every mesh has cut numbers, you need to check the clone and match yours this was it! tyvm, Sidenote when was this implemented? i dont remember ever having to change this last time i worked with a mesh tho that was months ago
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Post by Mathcope on Feb 4, 2017 11:44:38 GMT -5
This was from the beginning of Studio as far as I know...
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