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Post by Deleted on Nov 7, 2019 20:26:56 GMT -5
Every time I export EA mesh, the edges are split where they aren't suppose to. Is this a bug? How can I avoid this? It's really tiresome to fix it all the time.
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Post by sigma1202 on Nov 8, 2019 1:45:25 GMT -5
You can just select the whole mesh in edit mode and "remove doubles" before you start editing, this should fix the issuea
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Post by Deleted on Nov 8, 2019 2:18:33 GMT -5
My issue is incorrect splits that weren't there in the first place, not all the splits.
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Post by puffyami on Nov 8, 2019 3:26:33 GMT -5
I had this kind of problem once. No matter how I tried to merge the split edges, remove doubles etc. once it was imported to s4s the program split the edge again. (it was full body outfit and the split was created around waist and it definitely didn't need that split there). Never figured out how to stop that.
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Post by mauvemorn on Nov 8, 2019 4:31:25 GMT -5
Hi. The program splits the mesh along uv island borders. The uvs are probably split. And if you're talking about a mesh split into meshgroups in random places, that is to interact with boots and accessories.
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Post by Deleted on Feb 8, 2020 12:40:40 GMT -5
The program splits the mesh along uv island borders. The uvs are probably split. mauvemorn thanks for answering. May I ask why does it do that? There are a lot of cc shoes with hard edges on the ankles and stuff like that because of it.
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Post by mauvemorn on Feb 8, 2020 14:08:49 GMT -5
I'm not sure how exactly to explain it, but: First image - these perpendicular to each face blue lines you're seeing are normals. They determine orientation of each face. You can watch this short video to get a better idea; Second image - every face is shaded as flat; Third image - everything is shaded as smooth; Fourth image - everything is shaded as smooth BUT the edge loop that is sharp. s4s split the mesh along uv island borders to avoid these dark shadow along sharp edges you're seeing on the third pic
In Blender there is Auto Smooth feature that allows you to specify "maximum angle between face normals that will be considered as smooth". You can also mark any edge as sharp, even those that do not go below or close to 90d. However, these adjustments will have no effect in s4s or the game. By default both s4s and the game shade everything as smooth, sharp edges included. To make them shade these edges as sharp you should either split the mesh OR uvs along the edge loops that you want to be seen as sharp. The result will depend on the way you choose. First image - split mesh; Second image - split uvs, mesh is not split. When you import a blend file in s4s, it splits the mesh along places where its uvs are split, so uv islands borders. This is how you get sharp edges but no extra definition like on the first pic. BUT if you export this file and import it again, s4s will give extra definition to those edges it split the first time. Anyway, if you want to remove this extra definition, just select the whole, say, feet and use Tools - Remove doubles with Merge Distance set to 0,0001, save, re-import
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Post by Deleted on Feb 8, 2020 16:52:06 GMT -5
mauvemorn Ahhh, now it all makes sense! Thank you for such detailed explanation!
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