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Post by fursims on Oct 26, 2016 13:25:48 GMT -5
hi! i'm not sure what is the issue you're having with your new item. If the original mesh has 3 groups, being 0 1 and 2 (all with their respective cut numberes) then your mesh must have the same exact groups and cut numbers to be imported correctly. If you want further assistance, please leave .blend and .package. Ah misunderstood something that was said in another post about not having to use all the cut numbers. Ok, now i now you need to use them all. I need to find a EA mesh that just contains glass then. Not sure if theres one..
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Post by fursims on Oct 26, 2016 13:11:13 GMT -5
The tutorial only isnt really helping me with this object. I dont have alphablend for example. Only: Alphamaskthreshold. I dont just want to try things out, cause all the options and numbers are overwhelming and I am not familiar with it. I need some help here.
Also does this way even make only the specific part of the fireplace transparent?
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Post by fursims on Oct 26, 2016 12:35:34 GMT -5
I got the same problem again today with a full glass side table i tried to make.
I choosed the EA mesh: The Staccato.
The glass part had cut number 1. So my whole mesh has cut number 1. I left the shadow with cut number 0 alone as the original and i just deleted the vertices from EA with cutnumber 1 and 2 after i was done.
Now in s4s studio it shows again the old mesh through, but what is wrong this time? Everytime i create a new mesh and leave a cutnumber out, this seems to happen, but when i add something in this table with cutnumber 2, then it shows up right. I was told you don't have to use all the cutnumbers the other day.
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Post by fursims on Oct 26, 2016 11:15:35 GMT -5
Is there a fireplace made by EA that has transparency in it already? So i can clone it. I am making a fireplace that has a frame in front of it, so it needs to be transparant, so you can still see the fire and wood through it. If theres no fireplace mesh from EA, then what would be the best mesh to use? What would i need to edit in the mesh in s4s studio warehouse/rig/slots? Only adding a slot '_FX_fireSmoke', place it correctly and change the tags for a fireplace or am i thinking to easy now? I just created something simple as an example to show you guys for now. So the part where the frame is needs to be transparent, so you can actually see through the fence. Now its just a white plane board. Would love some help on that, thanks!
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Post by fursims on Oct 24, 2016 14:47:44 GMT -5
hi! the issue you're facing on your first post doesn't relate to the cut numbers but to the vertex groups (bones). The program is letting you know what group isn't on the original mesh/package. In this case, the "transformbone". Select the bone, and click the minus button to delete it. And try re-importing. And no, there's no need for the original mesh to be what you want it to be. But instead of using a table i would use a statue or a plant. Or if you end up using a table, you'd need to import the rig from an object that is similar to the one you have.. importing a rig from a lamp to the table you cloned. But how come it worked when i used another EA mesh and didnt change anything in my mesh?
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Post by fursims on Oct 24, 2016 11:59:34 GMT -5
ok thnx! I have already used another mesh from EA and it worked fine.
Btw if anyone knows this. For example: you cant find a table with the correct amount of cuts and then you use a bookshelf instead, but edit all the tags in s4s so it would function like a table and not bookshelf. Would it work? Or does a table require a table mesh from EA and a bookshelf, a bookshelf etc. Just wondering..
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Post by fursims on Oct 24, 2016 10:12:20 GMT -5
I used the desk lamp from EA called: 3 Senses Oil Lamp. I can just use another lamp, but i would like to know why this error occurs: My guess is that this original mesh had 3 cutnumbers: 0, 1 and 2. 1 was for the transparent part and since i didnt need that one in my mesh, i only used cutnumber 0 (used original one) and 2 (for my entire mesh). Are we not able to leave cutnumbers out? Should we find a mesh to copy that is similar in cut numbers with the new mesh we are trying to create. What if theres no mesh available like that? If this is not the reason, then what causes this? * I have made my mesh out of 1 circle, one cone (top) and 4 plane objects for the feet of the lamp.
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Post by fursims on Oct 23, 2016 15:22:41 GMT -5
I have used: form and function industrial coffee table. I have just used the exact glass and placed them in my bookshelf, since it had the good shape, just resized them a bit. The glass cut number was 3 and the main part of the table had a cut number 2, so i named my main frame of the bookshelf 2 and the glass helves 3. The mesh comes out right in s4s, but i would prefer to adjust the colour of the glass a bit. So in this case, i guess it isn't possible? Cause of the different cut numbers. Its no big deal for this object though Just good to know that the next item should be a different mesh from EA. There is however shadow of the feet, that shows in my new mesh. It had cut number 1. Is it safe to delete it? How about replacing the mesh with cut number 0 with the one from the bookshelf? Or is that not necessary. I haven't come to making shadows yet for my items. I am planning on reading the tutorial on of these days though
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Post by fursims on Oct 23, 2016 11:30:29 GMT -5
wondering the same. Did u figure it out?
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Post by fursims on Oct 23, 2016 8:51:11 GMT -5
EDIT: I might have been wrong. Forget what i said above. Is it true the glass part does NOT need texture and thats why there is no UV of it????
But what if i want to change the color of the glass? .. im confused
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Post by fursims on Oct 23, 2016 8:47:51 GMT -5
I did the following:
I choose a coffee table, append the glass object and applied it into my bookshelf. The cut number was 3. Now i need to get the UV right, because of the new glass object. But when i hit ctrl+J in blender and add them all in 1 goup, the UV from the glass shelves dont show up. I guess its because they have different cut numbers, cause when i select the single glass object, the UV shows up.
How can i still get the full UV even though i cant use CTRL+J to add them all in 1 group?
I also noticed the EA mesh is having different groups for every cut number, so i guess thats how it works. I just dont know how to still get a full UV so i can edit the texture.
And after all, would it work like this? I assume thats all i had to do right?
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Post by fursims on Oct 23, 2016 6:20:11 GMT -5
Ok ill try something today. If i bump upon any problems or questions, i can ask again Thanks! Btw i meant floor shelves yes, so a coffee table with glass or something would be the one i will look for.
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Post by fursims on Oct 22, 2016 13:39:55 GMT -5
It isn't so much that the tutorial wouldn't apply for your object as much as it is that the tutorial in question is an exercise in secretarial-type renumbering (that is, it's a PIA) that isn't necessary for the item you want to make. The easiest way to create an item that uses an alpha is to clone something that has alpha already. The enable alpha tutorial is helpful only under special circumstances and isn't needed if you can clone a standard alpha item for the project, which, in your case, is possible. For example, an item like the Wainscott Garden Dining Cabinet may be a good choice of clone. It has the entire object mapped to a single diffuse and it has alpha enabled already. On the other hand, if by transparent you mean like glass, you could select something that already has a glass group. I got stuck at some point in the tutorial, cause i couldnt find the aplhablended and didnt know i didnt need it for this object. but thanks for that So, what you mean is to for example append my mesh into a the Wainscott Garden Dining Cabinet and then edit the group with the glass into my shelves? Or renaming my shelves into that object? Im just guessing.. have no idea. Im pretty new to blender as well. And yes i meant glass, didnt realise its a different thing though. Would the above work for that too? Or should i find another object that has glass?
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Post by fursims on Oct 22, 2016 13:33:30 GMT -5
double post
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Post by fursims on Oct 22, 2016 12:49:46 GMT -5
I finished the particular mesh with the help here I only have some new questions about transparency for just the shelves, but i can open a new thread for that later today if thats better (the tutorial on this forum doesnt apply for my object etc.). I had made the same mistake with another mesh and using append is by far the easiest, so i dont have to figure out what i did wrong, but just use a new EA mesh file. I have made already 5 objects for the passed two weeks and unnoticeably i did it the correct way with them, but its good to have learned how a proper mesh looks and also why. Thanks for the help here everyone. Its one of the most helpful forums i've ever been to. Couldnt be better!
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