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Post by SLYD on Sept 29, 2017 22:34:32 GMT -5
If the uvs of the outside and inside are not co-located, you can first enable "Keep UV and edit mode mesh selection in sync", then select the inside faces on the uv map which will then select the inside faces on the mesh. If the uvs are co-located, I don't have any better way to do this than selecting one by one.
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Post by SLYD on Sept 9, 2017 0:14:27 GMT -5
What do I do if I have too many meshes? Can you combine them somehow? Hold shift and select the meshes you want to combine, then click on menu Object - Join or press key ctrl+j. Make sure uv map of each mesh is all named 'uv_0' before you join them. Otherwise, it will get messed up.
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Post by SLYD on Sept 8, 2017 9:45:52 GMT -5
Make sure your mesh has the exact same amount of mesh groups as the original EA mesh. And make sure each of your mesh group has the same cut number as the original mesh. For example, the original mesh has 2 mesh groups: 's4studio_mesh_0', cut number '0' 's4studio_mesh_1', cut number '1' your mesh should have the same mesh groups and cut numbers. 's4studio_mesh_0', cut number '0' 's4studio_mesh_1', cut number '1' nothing less. otherwise your mesh won't show up correctly.
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Post by SLYD on Sept 7, 2017 22:30:57 GMT -5
1. Open the rig tree and select the bottom mesh. You need to enable the little arrow icon to be able to select the mesh. 2. Go into edit mode and select one of the vertex. Press shift+s and then 'Cursor to Selected.' 3. Select the shoe mesh, go into edit mode and select a corresponding vertex. Press shift+s again and then 'Selection to Cursor'. 4. Do this for all the vertices where the feet join the legs.
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Post by SLYD on Sept 5, 2017 21:30:55 GMT -5
can you post some screenshots of your steps?
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Post by SLYD on Aug 21, 2017 22:33:13 GMT -5
Hi, take a look at this post.
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Post by SLYD on Aug 4, 2017 4:01:00 GMT -5
How?? only on 2.78 can do data transfer You can have two versions of blender installed. Use 2.70 just for weight transferring. Use 2.78 for everything else.
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Post by SLYD on Aug 2, 2017 8:41:01 GMT -5
I tried again. It didn't work. I don't know why. It worked on my mac at work with s4s (Appletini). I'm clueless now. Sorry.
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Post by SLYD on Aug 2, 2017 6:51:06 GMT -5
Then I don't know what you might have done wrong anymore. Because I just did the same and it worked.
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Post by SLYD on Aug 2, 2017 4:19:02 GMT -5
The original mesh has 2 mesh groups: 's4studio_mesh_1', cut number '0000' 's4studio_mesh_2', cut number '0001'
Your mesh only have 1 mesh group: 's4studio_mesh_1', cut number '0000'
You need to make sure your mesh has the exact same amount of mesh groups as the original EA mesh. And also make sure each of your mesh group has the same cut number as the mesh groups of the original mesh. Nothing less. Otherwise your mesh won't show up correctly.
Export the EA mesh and append s4studio_mesh_2 into your mesh should fix it.
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Post by SLYD on Aug 2, 2017 4:12:01 GMT -5
Because you have these uvs floating in the wrong spot in your mesh group s4studio_mesh_1.
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Post by SLYD on Aug 2, 2017 3:47:34 GMT -5
Looks like some mesh group of the original mesh didn't get replaced with your new mesh. Make sure your mesh has the exact same amount of mesh groups as the original EA mesh. And make sure each of your mesh group has the same cut number as the mesh groups of the original mesh.
For example, the original mesh has 3 groups: 's4studio_mesh_1', cut number '0000' 's4studio_mesh_2', cut number '0001' 's4studio_mesh_3', cut number '0002'
your mesh should have the same mesh groups and cut numbers. 's4studio_mesh_1', cut number '0000' 's4studio_mesh_2', cut number '0001' 's4studio_mesh_3', cut number '0002'
nothing less. otherwise your mesh won't show up correctly.
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Post by SLYD on Aug 2, 2017 3:44:14 GMT -5
I guess you didn't have correct cut numbers in the blender file. Please share the blender file and package file for further investigation.
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Post by SLYD on Aug 1, 2017 2:41:33 GMT -5
I see. You're not using all the uv space you can use, where I marked with red circles. I'd suggest you re-arrange your uv. You might need to split some of the uv to fit all the space.
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Post by SLYD on Aug 1, 2017 0:46:06 GMT -5
I don't think you've deleted enough body mesh from the image unless you're making a bra. But your uv doesn't look like a bra.
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