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Post by hellowok on Aug 6, 2018 6:59:10 GMT -5
I have made a cc dress. The dress disappears (the sim looks nude) when my sim wears boots and some shoes. I used a bathing suit ea mesh and imported my .blend dress as the new mesh. I changed the categories of the mesh from swimwear to everyday in s4studio.
Is this because of the swimsuit?
My dress skirt also looks a bit jagged, is that because it was decimated too much?
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Post by annabluu on Aug 6, 2018 10:03:21 GMT -5
sometimes this happens when you don't have the correct amount of cuts. dresses, shorts, pants, etc, need cuts to tell the game where and how the sim will wear the boots with that article of clothing. try cloning an actual dress item and then importing your dress into it after giving it the respective cuts. if you still have more problems you'll need to share your package and blend file.
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Post by Zelrish on Aug 8, 2018 6:34:24 GMT -5
To add to Anna here, I would say that more than the number of cuts it is probably that you mixed the numbers. Usually on a bottom for example you have 3 cuts : 0, 1 and 2 The thing is that the parts numbered 0 and 1 work in coordination with their equivalent from boots as you can see on this picture: That means that when a sim wears boots, the game check if the equivalent cuts exist as well on the bottom part and if yes, it will hide the cuts 0 or 1 or both depending on the boots or bottom so that the bottom fits properly with the boots. (and that you don't see trousers coming out of the boots for example). Of course it is a little bit more complex than that as meshes have often more than 3 groups but the idea behind is the same. the game checks for overlapping geometries and hides some. All that to say that you need to check if you used to correct numbers on the proper parts. Like if you put the cut 1 on your dress and gave the number 2 on the part of the leg instead, then the dress would most likely disappear when wearing boots ^^ Edit : Actually after double checking on trousers they often have 4 cuts. But cuts 0,1 and 2 take the same amount of mesh space as cuts 0 and 1 on my picture. You mainly have an additional mesh part even lower at the very bottom.
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