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Post by cinnameow on Jun 6, 2020 22:19:01 GMT -5
Hi. I have a problem with my jacket mesh not showing up in the studio whenever I import the blender file. For context, I'm an absolute beginner at this. I made the mesh by editing two separate meshes together. When I save it and go to S4S, I create a new cas standalone and then try to import the jacket mesh I edited onto the one I based it off from. But when I import the blender file, it doesn't show up. I thought if I merge the two files in blender which are originally separate the program would recognize it as just one mesh but still it doesn't show up. I'm sorry I really need help with this, it's my first time making my own mesh. Here is the link to the files for anyone who would like to help me.
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Post by mauvemorn on Jun 7, 2020 7:00:51 GMT -5
Hi. The link directs to this post. What you import in the package must be split in the same number of meshgroups the same way and have corresponding cut numbers as what is being replaced. For example, you clone a full-body outfit made of 3 meshgroups, 2 of which are in the calf area. The mesh is split this way to tune the lowest ones to disappear upon interaction with tall boots. They have 0000 and 0001 cut numbers. The rest of the body has 0002. If the mesh were to have a collar or sleeves, it would have to be split into more meshgroups, so that necklaces, chokers and bracelets disappear upon interaction with this garment. You can read more about it here
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Post by cinnameow on Jun 7, 2020 15:33:03 GMT -5
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Post by mauvemorn on Jun 7, 2020 17:25:41 GMT -5
When I open your package, I see the jacket. Does nothing change at all in s4s after you import the blend? Or does it not load, like, you keep seeing the loading icon? Just in case the file is corrupted, clone a bra, import the blend there, do not (ever) delete textures, it disrupts the structure of the file.
You should not import a full-body outfit in a package started from a top even if you will change the category, those extra vertex groups from the lower half of the body might cause distortions.
Some areas of the garment are not vertex painted.
Also, you should delete the parts of the body covered by clothing and make sure uvs do not overlap with each other.
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Post by cinnameow on Jun 8, 2020 18:11:02 GMT -5
Hello again. Nothing I've tried so far seems to work. The original full-body outfit that I've gotten the swimsuit top from only has one mesh group in the blender file I exported so I can't wrap my head around not being able to convert it to a top... I've successfully altered the swimsuit top though so I think the only route left to take is making the jacket an accessory so I'll still be able to wear it with the swimsuit as a top. Not sure if it'll work though as I haven't tested anything in-game yet. Thank you for your help! I'm sorry I don't really know much about making my own mesh so I guess I will just stick to downloading other creations lol ^^"
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Post by epicus on Jun 8, 2020 18:26:32 GMT -5
..if you want it as only one mesh group then you should create a new cas standalone that only contain one group! Many upper body cas items are one mesh group, like t-shirts for example. So, first find a cas object that contain only one group and then upload your own mesh and the maps to it. You can check how many mesh groups an item have by exporting the mesh and opening it in blender. Good luck
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Post by mauvemorn on Jun 9, 2020 7:10:02 GMT -5
Top contains only upper body. Full-body contains upper body + lower body. Other parts of the body you are seeing are parts of the rig. When you convert a full-body item into a top, s4s changes what parts of the rig become visible. The lower half of the full-body outfit you imported does not magically disappear, it stays. So legs from your outfit starts to overlap with legs from the rig.
But there's more to it. The full-body outfit is affected by thigh and calf vertex groups that tops generally are not affected by. When you import something that is affected by vertex groups the original item was not affected by, distortion happen in that area. If you will not see it in your game, people using your cc might see in in theirs.
What version of Blender do you use?
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Post by epicus on Jun 9, 2020 18:32:58 GMT -5
..S4S cuts the mesh into peaces regardless how many mash groups you have, you can not just merge vertex as you please cuz once you upload your mesh in S4S it will cut the mesh up, even if you only have one mesh group! So there will be gabs if those cut areas gets twisted. Its a pain :(
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Post by mauvemorn on Jun 10, 2020 5:58:28 GMT -5
epicus s4s cuts the mesh along uv island borders. Has something to do with the same vertex not being allowed to have multiple uv coordinates. I you want to avoid it, Remove doubles in UV editor ( W - Remove doubles - Merge distance: 0,0001). However, the way s4s cuts the mesh is not noticeable in-game. It has nothing to do with meshgroups either
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