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Post by dullmeme on Aug 20, 2019 13:48:43 GMT -5
I have a mesh from the base game female business suit that I edited to be a jacket with elbow-length sleeves. Everything is fine, but I need to find a way to allow bracelets on the arms. I edited the ExcludePartsFlag and the Region Maps accordingly ( I used this thread as a basis and also edited the LeftWrist and RightWrist layers to 350 and 450 as per another thread I read). None of these methods helped. My model in Blender doesn't have a separated "wrist" mesh for either arm, instead it's two forearms, so could that be the problem or is it something else entirely?
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Post by mauvemorn on Aug 20, 2019 14:39:47 GMT -5
Hi. It doesn't really matter where a top is split so long it has the right number of meshgroups and cut numbers because it remains visible while accessories are the ones that disappear upon interacting with it. It is different with shoes since the bottom of pants can disappear, too. What you should do is find a top that is the closest to yours in shape (rolled up sleeves, collar/no collar), clone it, export the mesh, check the number of groups and their cut numbers, combine your jacked into one meshgroup, remove doubles in places it was split, then split it in the same number of meshgroup as a top you've just cloned, assign corresponding cut numbers, and import your blend in the (just) cloned package
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Post by dullmeme on Aug 20, 2019 15:41:29 GMT -5
Hi. It doesn't really matter where a top is split so long it has the right number of meshgroups and cut numbers because it remains visible while accessories are the ones that disappear upon interacting with it. It is different with shoes since the bottom of pants can disappear, too. What you should do is find a top that is the closest to yours in shape (rolled up sleeves, collar/no collar), clone it, export the mesh, check the number of groups and their cut numbers, combine your jacked into one meshgroup, remove doubles in places it was split, then split it in the same number of meshgroup as a top you've just cloned, assign corresponding cut numbers, and import your blend in the (just) cloned package I tried this out with the first base-game jacket I searched up which had four mesh groups and 4 cuts (0-3). Merged my jacket mesh, removed doubles, separated the mesh into four parts (forearms, small section of the biceps, small section of the clavicle/rib area, and the main jacket+hands). After importing and testing in CAS, that hasn't fixed the problem. I also tried to renumber the LeftWrist and RightWrist layers in RegionMap back to 400 and that didn't solve it either. Base in RegionMap is still at layer 1. If it helps, this is the .package file, this is the base that I used to determine the cuts, and this is the mesh after trying out your suggestion. Maybe the top isn't that close to my mesh or I need to use a body mesh instead?
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Post by mauvemorn on Aug 22, 2019 12:30:42 GMT -5
Did you import edited blend in the old package or in the new one? Has to be the later, works fine
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