Post by simmerish20 on Jan 28, 2021 8:55:16 GMT -5
S4S only recognizes the meshes when they use the naming from the original mesh groups and the same amount and placement of groups. Most of the time there's 1 to 4 groups. The most important is the "cut number" which is what actually decides the group naming --> sims4studio.com/thread/13120/cut-numbers-easy-explanation
For clothes there's multiple groups, and they need to be put together in certain ways for shoes and other items to work. Multiple groups in hairs are for morphing with hats. For furniture there's shadow groups, and these can't be used for anything else than a shadow, but you can hide them by shrinking or deleting most of the polys (You can do this in some other cases with other groups you don't need, depending on the item).
You have to export the mesh from S4S to Blender, import in the MD mesh, make sure the groups from your MD mesh are all aligned and named according to the mesh you use as a base (and do anything else that needs doing - vertex painting and all of that), when done you export this mesh from Blender, and import this into S4S.
There's a lot more to it, but have you looked at some tutorials on the process? It's not just the meshing itself, but the full process of moving the mesh between the programs, along with making sure it's set up properly so it will be textured and also will animate and morph with the body.
A step-by-step tutorial for clothes is probably the best starting point for all the S4S steps, combined with a MD tutorial (not sure if there's a step-by-step tutorial that's got all the MD steps as well).
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