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Post by inabadromance on Jun 11, 2018 20:24:39 GMT -5
again, please share the blend file.
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Post by inabadromance on Jun 11, 2018 20:22:40 GMT -5
This thread will go anywhere without the blend file so someone can show you the steps and see on which one exactly you're doing things differently.
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Post by inabadromance on Jun 11, 2018 17:37:16 GMT -5
Hi, welcome to the forum! Please share the blend and package files so someone can take a look.
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Post by inabadromance on Jun 11, 2018 17:36:37 GMT -5
Hi! By the picture you shared i can tell you that this is a meshgroup/cuts issue. The basic premise on how to properly import back into Studio is to keep the same amount of meshgroups with their respective cut numbers. So, either re clone the item and export the original blend file or open it if you already have it. Then compare both the original and your edit to see if you have the same amount of meshgroups and that the cut numbers match.
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Post by inabadromance on Jun 11, 2018 15:18:30 GMT -5
Hi! Can you please share the .blend file as well.
edit: The blend that gets exported has the item backwards. Press 1 in blender and that's your front view. So you have to rotate it. Also, press 3 and you'll notice the item is off, it should be front facing and (and a little over, not exactly on it) the blue axe. I suggest re exporting or opening the original EA wall item, append the conversion again and match their exact location before deleting the originals.
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Post by inabadromance on Jun 11, 2018 10:09:06 GMT -5
hi! You can't resize effects, and flames are effects.
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Post by inabadromance on Jun 10, 2018 22:54:06 GMT -5
I can't look at your files right now, but the basic premise is to keep mesh groups (with their respective cut numbers) as similar as the original. in your case, you're combining too many meshes into one. I'd join all of the meshgroups into one with cut 0000. then clone the base game lingerie outfit and import it to that package. test in game and see if it needs to be re weighted. that's my suggestion.
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Post by inabadromance on Jun 10, 2018 20:46:42 GMT -5
hi! I'm not seeing any black shirt... ? before joining both meshes I suggest you finish your clothing first. apply weights, vertex paint and uv_1. once that's done you join it with the nude. also, both meshgroups need to have matching uv names, uv_0 and uv_1.
if you need more help, please share the blend file.
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Post by inabadromance on Jun 10, 2018 17:50:12 GMT -5
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Post by inabadromance on Jun 10, 2018 17:47:59 GMT -5
hi! firstly, please use imgur.com top upload you're images. I'm on mobile and it isn't showing up.
secondly, please share the package and blend file.
can you explain what you're project is about? this looks like the group meshes don't match the original EA item. both original and edit must have the same amount of groups with their respective cut numbers. if you want a 1 cut group mesh then close something else like a tank top.
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Post by inabadromance on Jun 10, 2018 17:42:33 GMT -5
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Post by inabadromance on Jun 10, 2018 11:31:39 GMT -5
mm?? what was it a pack? I simply haven't seen any food processor around that isn't deco cc.
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Post by inabadromance on Jun 10, 2018 11:27:59 GMT -5
we can't really tell what's going on in your end. please describe the steps you're following and a picture showing what's different.
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Post by inabadromance on Jun 9, 2018 20:37:15 GMT -5
haha no worries! it's hard to keep track of things so maybe they recently added it. yap,.. they surely have. and not in the best way possible XD
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Post by inabadromance on Jun 9, 2018 20:35:59 GMT -5
hi! you can clone any sim underwear and export its mesh to get the nude. or simply look for nude in the catalog. then open your blend and go to file/append to look for your nude blend.
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