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Post by drawsheheart on Apr 13, 2023 6:48:22 GMT -5
Hello everyone, I have a simple problem on .blend import. After selecting .blend file I got prompt that its importing but after that I receive a mesh with old UV maps. I tried to search similar topic, but I couldn't find anything similar, also checked tutorials but I didn't find there any problem with UVs while importing stuff. Using S4S 3.2.0.6 .blend and package files: we.tl/t-pYhSUAc1mg
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Post by SimVault on Apr 13, 2023 7:41:53 GMT -5
Firstly, in your .blend file you need to adjust the cut numbers. The # of the cut number matches the name of the object in your panel on the right (shadow on the ground is 2, mattress 1 and bed frame 0. Next, because you're using the new beta version of S4S and you're using blender 3.3, you will have to export your ea mesh, open in blender, then append your object into that ea mesh scene. So when you import your adjustment, it reflects with the new uv map. Because when I export the .blend file from your package file, and open in blender 3.3 it shows the old UV map therefore, that's why it's not showing in your package because it's importing the same original thing. here is the updated file from what I explained above. Hope this helps!
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Post by drawsheheart on Apr 13, 2023 8:28:20 GMT -5
It's mostly clear, one question, what do you mean by ea mesh - not familiar with that shortcut. Thank you for your help!
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Post by drawsheheart on Apr 13, 2023 9:15:37 GMT -5
Alright, I figured it out.
Export clean .blend for object as a base. Import/append - whatever - custom made object. Join meshes together via matching areas(I believe it just need to be merged into mesh that came out pure from S4S) Delete old mesh. Save. Import.
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Post by mauvemorn on Apr 14, 2023 4:44:38 GMT -5
Alright, I figured it out. Export clean .blend for object as a base. Import/append - whatever - custom made object. Join meshes together via matching areas(I believe it just need to be merged into mesh that came out pure from S4S)Delete old mesh. Save. Import. Hi. This is an unnecessary part that does not exactly work as you'd want it to. Instead you should just study the original mesh and make yours have the same things going on;
- find a similar maxis item, clone it, export the blend. In the scene there will be an object, one or two shadows, possibly more objects ( for glass, for example );
- append/import your object, select it, rename uv map to uv_0. This does not happen when you join meshes; - ignore uv_1, objects have the same uv_0 and uv_1 maps;
- in most cases the original object will have one or multiple vertex groups. You need to double-click on it to rename, Ctrl C to copy the name ( usually transformBone ), then create a new vertex group on your mesh, paste the name. If there is only one vertex group, switch to edit mode, select everything with A, and assign the whole mesh to it. This is the part that does not happen when you join meshes; - give the mesh the same cut number;
- you may need to adjust uv_0 if it was not square or rectangular;
- you may also need to vertex paint the mesh if it needs to light up; - you may need to adjust the meshgroups of shadow underneath the object in edit mode; - delete the reference, save
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