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Post by inabadromance on Jun 11, 2019 17:59:53 GMT -5
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Post by inabadromance on Jun 10, 2019 22:48:03 GMT -5
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Post by inabadromance on Jun 10, 2019 10:10:14 GMT -5
mauvemorn I think the shirt is already like that, one side one color and the other another 😹😹😹. The seams issue is probably due to the texture ending right where the uv does. You need to extend the texture over and beyond the uv to avoid this. minimum 5 or 10 pixels wide beyond the uv's boundaries to avoid bleeding.
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Post by inabadromance on Jun 9, 2019 22:32:04 GMT -5
amazing! again, sorry for the confusion 😊.
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Post by inabadromance on Jun 9, 2019 18:42:39 GMT -5
Re reading what i wrote, you're right. I explained something in a different order i had in my head. I'm sorry for that. The bones should be deleted ONLY from the skirt, not the body parts. That's why you should delete them once the skirt has been separated.
You'll have to re do it, or, re append the body again from a previous blend version or from where you originally got it from (EA or Another blend). Save the blend you already have with another name (if you haven't done it yet), download the blend from here and append the body meshgroup again. Delete the skirt, and use that as reference.
The whole idea of separating the mesh into parts is to solely work on the clothing leaving EA's body parts completely intact. You should never edit, move, delete anything from those parts.
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Post by inabadromance on Jun 9, 2019 15:10:26 GMT -5
"what CAS object do I use to transfer weights from?"
the one you already have in your blend. that's exactly what I'm referring to, I'm finding it hard to rephrase it. if you've read the weight transfer tutorial then you'll know it says something along the way of "clone a similar item, export the mesh, append it, and use as reference mesh". you could do that, BUT you already have that in your blend. so, why do all that?. in object mode, select reference mesh (BODY meshgroup), shift click the SKIRT meshgroup and transfer weight as explained in the tutorial.
once the skirt is weighted correctly and the uv_1 edited, join everything back as explained in my last response.
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Post by inabadromance on Jun 8, 2019 21:04:54 GMT -5
Ok, So you've flipped the skirt. That on itself isn't enough, you need to re weight it and create a new uv_1 for it for everything to work properly. Both above need to be applied ONLY to clothing, not bodyparts. Modifying the UV_1 isn't that complicated since you just mirrored it. So you'll mirror the UV_1 as well. - Open the last blend you shared. Go into Edit Mode, the body will be selected in orange. Press CTRL+i to invert selection. Now only the skirt will be selected. - Go to the Object data tab (inverted triangle). - Select uv_1. - Hover the uv, and press A to select it all. - Go to uv, mirror, X axis. - Done. With the skirt still selected in edit mode, Press P / selection to move it to another meshgroup. Now you'll delete all bones from the skirt by selecting each bone from the "vertex groups" list, and clicking the minus button next to it to get rid of them. This will give you a clean state to re apply the weights properly. Follow the WEIGHT TRANSFER tutorial using as reference mesh the body that's been separated from the skirt. When done, Join all meshgroups. Select one meshgroup from the list on the side bar, SHIFT click the next. Hover your cursor over the mesh and press CTRL + J to join.
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Post by inabadromance on Jun 8, 2019 20:42:16 GMT -5
I'm just explaining what i see when i open the package. Now looking it into more detail i can tell this package is a clone of a custom content. This CC jacket was made so that ONLY certain components are present on the package, the rest is linked to the game.
The correct way to clone this is: - Clone Item. - After you see the Item preview, go to the top bar menu: Tool / mod / Embed all externally resources. This will "call" all needed components that need to be there for you to import the blend back properly. - Save.
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Post by inabadromance on Jun 7, 2019 9:19:17 GMT -5
hi! this is an ongoing issue rehashed to graphics cards (NVidia). some have it some don't, there's not much one can do.
also, sometimes meshes change upon import for x reason. that is why it is asked to share both package AND blend separately so one can check both things. we do know the mesh is in the package. upon export meshes change as well.
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Post by inabadromance on Jun 7, 2019 9:15:21 GMT -5
what did you flip? the dress or the body parts as well? delete all body parts and re append the original EA's ones.
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Post by inabadromance on Jun 6, 2019 20:32:39 GMT -5
Hi! You can't save directly from S4S to the mods folder. You need to save it outside the game folders and then move the package to the desired destination.
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Post by inabadromance on Jun 6, 2019 20:30:39 GMT -5
Hi! i'm sorry for the delay. I'm seeing the files and i'm noticing the package is broken. It only has CAS parts.. and not even textures in it. You can't import the mesh because there isn't any mesh to start with. How did you clone/create this item? I suggest you start from scratch and avoid cloning a nude top. Clone a basic base game tshirt.
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Post by inabadromance on Jun 6, 2019 20:24:44 GMT -5
Hi! I'm seeing both blend and package... and i'm failing to understand where the issue is at. Can you share an image of the problem? is it in game? Or where?.
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Post by inabadromance on Jun 6, 2019 20:18:02 GMT -5
The package file link says 404 not found. Please revise and fix the link.
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Post by inabadromance on Jun 5, 2019 18:54:09 GMT -5
I am having this same problem, however, I have appended every part of the body and still get this issue. Blend. Hi! You write "blend" but you shared the package not the blend. I'm assuming here that what you're experiencing is something unrelated. How many mesh groups does the original object you cloned has? one? Because you're trying to add two for your transparency part. If you want to add 2 meshg groups back then the original item you clone MUST have 2 mesh groups as well.
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